Interactable NPC that travels a long Path question.

Hi so I am doing my best to learn what I can working with AI. I have done a few Epic tutorials where I have been able to achieve the desired effect. Now what I’d like to create is an AI that travels along a long path.

Do I do this with targetpoints? So it travels from TP to TP to TP down a windy road? Or is there another means. I don’t need them to do anything just except stroll.



The easiest way I’ve found to do it is to.


1: Create a new NavArea, set the default cost in the new NavArea to a low number.
2: Create a new NavigationQueryFilter and add all the navigation areas you use.
3: Place Nav Modifier Volumes where you want your AI to walk, set the area class in the volumes to the new NavArea you created.
4: Set the filter class to the new NavigationQueryFilter you created where you tell your AI to move.

Your AI will now move towards a location using a “specific” path. The biggest downside with this is that you have to manually place nav modifier volumes.

Thanks for taking the time to post that. I’ll give it a try :slight_smile:


Why write your fictional name under each post? You already got a nickname,
that’s ridiculous and disgusting

  • Fixed.

Sorry, I’m a professional adult that utilizes email through work and I have grown accustom to signing a my name at the bottom of a reply. Personalizing responses in the workplace is rather important to us, whether its abbreviated or not. However, sorry for the inconvenience to you and will refrain from doing so in the future. I should point out that I imagine you are in the minority that is bothered by this.

Hi guys, I’ve deleted the last couple of posts on this thread - let’s try to keep this on-topic and civil.