# How to make an ai move to a pawn using the behavior tree

**URL:** <https://forums.unrealengine.com/t/how-to-make-an-ai-move-to-a-pawn-using-the-behavior-tree/484968>\
**Category:** AI\
**Tags:** Behavior-Tree, Navigation, unreal-engine, follow, pawn-sensing, question\
**Created:** [June 16, 2021, 4:31am UTC](https://forums.unrealengine.com/t/how-to-make-an-ai-move-to-a-pawn-using-the-behavior-tree/484968 "2021-06-16T04:31:28Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![aidanbbhog](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/aidanbbhog/32/88707_2.png) [@aidanbbhog](https://forums.unrealengine.com/u/aidanbbhog)\
**Post date:** [June 16, 2021, 4:31am UTC](https://forums.unrealengine.com/t/how-to-make-an-ai-move-to-a-pawn-using-the-behavior-tree/484968/1 "2021-06-16T04:31:28Z")

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I have made an ai that will detect other versions of itself. and it will chase and hunt all of its duplicates, now I need to follow a different type of pawn, I am using pawn sense to open a decorator on a new branch of the behavior tree for when it sees a specific pawn. now the only problem is the ai freezes when it gets there because nothing works when I try to get it to move in the direction of the pawn. so basically I’m asking what blueprints I need in order to make the ai chase the pawn it sees.
