# Drunk/curvy AI move path

**URL:** <https://forums.unrealengine.com/t/drunk-curvy-ai-move-path/400274>\
**Category:** AI\
**Tags:** Navigation, unreal-engine, follow, CPP, Blueprint, question\
**Created:** [July 17, 2017, 9:43pm UTC](https://forums.unrealengine.com/t/drunk-curvy-ai-move-path/400274 "2017-07-17T21:43:02Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Crispy\_Penguin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Crispy\_Penguin](https://forums.unrealengine.com/u/Crispy_Penguin)\
**Post date:** [July 17, 2017, 9:43pm UTC](https://forums.unrealengine.com/t/drunk-curvy-ai-move-path/400274/1 "2017-07-17T21:43:02Z")

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I have a character that should folliow another actor with deviations to left and right (drunk movement). I have been digging through AI\_MoveTo code, but cant seem to grasp the right way of doing it. Can anyone help me with some pointers or tips? What classes should I extend/override?

I dont mind c++ nor blueprints.

Cheers guys!

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**Author:** ![Brannigan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Brannigan](https://forums.unrealengine.com/u/Brannigan)\
**Post date:** [October 29, 2017, 6:11pm UTC](https://forums.unrealengine.com/t/drunk-curvy-ai-move-path/400274/2 "2017-10-29T18:11:28Z")

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My thought would be to do whatever side of the target’s y axis, do a move to the opposite side, and your walkspeed could do something like the closer it gets increase the speed until a certain point then drastically reduce it. You could use a random int so that it isn’t the same every time.  
I think you could handle it with a simple move to location to be honest, but that’s because I’m not such a great programmer that I can fiddle with source code.
