# How can I make AI have less impact on performance?

**URL:** <https://forums.unrealengine.com/t/how-can-i-make-ai-have-less-impact-on-performance/318905>\
**Category:** AI\
**Tags:** logging, unreal-engine, Performance, question\
**Created:** [May 17, 2015, 4:26pm UTC](https://forums.unrealengine.com/t/how-can-i-make-ai-have-less-impact-on-performance/318905 "2015-05-17T16:26:45Z")\
**Posts on this page:** 1\
**Showing post:** 16

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**Author:** ![Anonymous\_e5d5c0bf7d300728867097ff79906dbe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Anonymous\_e5d5c0bf7d300728867097ff79906dbe](https://forums.unrealengine.com/u/Anonymous_e5d5c0bf7d300728867097ff79906dbe)\
**Post date:** [April 3, 2017, 9:33pm UTC](https://forums.unrealengine.com/t/how-can-i-make-ai-have-less-impact-on-performance/318905/16 "2017-04-03T21:33:10Z")

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Is there a viable way to calculate the path (with path finding) on a separate thread and once having the path(points array I suppose) to feed it up to the AIController to narrow down the Pathfinding calculations ?

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