# Move To doesn't work(Behavior Tree)

**URL:** <https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256>\
**Category:** Blueprint\
**Tags:** Behavior-Tree, unreal-engine, Blueprint, question\
**Created:** [August 13, 2025, 10:30am UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256 "2025-08-13T10:30:05Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![BoxonDaSavage11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoxonDaSavage11](https://forums.unrealengine.com/u/BoxonDaSavage11)\
**Post date:** [August 13, 2025, 10:30am UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/1 "2025-08-13T10:30:05Z")

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What am tying to do is when the player knocks on the door the AI character goes to the door and opens it. I’m doing this using behavior-tree.

But I’m stuck on the first step making the character even move to the door.

This is what i have:

Behavior Tree

 ![Behavior-Tree](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/4/c/b4c862591586f44166bb517211f225b0a99dc823.png)

Custom AI Controller

 ![CustomAIC](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/f/e/ffe52f188a622ca1358400faa24d971065a6515c.png)

The Interactable door

 ![Door](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/f/c/ffcb1a2ef20f6554549fe0fa9e6986793b887bf4.png)

And the decorator

 ![IsKnockedDecorator](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/9/f/49f70aea3d52fa58f1b3720374db68328217d228.png)

In the level i have NavMash so that shouldn’t be the problem, I know they keys are correctly assigned and that the decorator works as it is intended  
 ![BT_Keys](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/1/6/816c8b0bc2649a13c953e0fb0bdc27514eced009.png)  
 ![BT_Keys1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/e/6/ee6f40c0571593214f98e223d3e4339a5d1f4b8f.png)

Now i really don’t know what’s the problem here, if someone could help me fix this it will be amazing.

Thank you 🙂

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<div class="post-metadata">

**Author:** ![VisAgilis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/visagilis/32/891043_2.png) [@VisAgilis](https://forums.unrealengine.com/u/VisAgilis)\
**Post date:** [August 13, 2025, 11:08am UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/2 "2025-08-13T11:08:02Z")

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Hey @BoxonDaSavage11!

Do you have a nav mesh bounds volume? If not, you can add one into your level and adjust its transformation until it covers all the surfaces you want your AI to be able to navigate in. Once you’re done with it, you can hit P on your keyboard to check. If you’ve done it correctly, you’ll see the valid surfaces painted green.

Hope this helps 😊

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**Author:** ![BoxonDaSavage11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoxonDaSavage11](https://forums.unrealengine.com/u/BoxonDaSavage11)\
**Post date:** [August 13, 2025, 11:15am UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/3 "2025-08-13T11:15:41Z")

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I do have NavMash, and its still not working

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<div class="post-metadata">

**Author:** ![VisAgilis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/visagilis/32/891043_2.png) [@VisAgilis](https://forums.unrealengine.com/u/VisAgilis)\
**Post date:** [August 13, 2025, 11:30am UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/4 "2025-08-13T11:30:21Z")

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Alright, then I’d recommend Alt + Tab’ing back to the editor while the game is running and check out your behavior tree. Does the execution flow continuously trigger the Move To task? If not, your interface might be the problem. You can also check that by placing a Print String node after your Set Value as Bool node _(or by toggling a breakpoint on it by hitting F9)_

Other than that, we can’t see the default value of the name type variable in your AI controller BP that’s named “Key”. Make sure that it has the same name as your blackboard key.

Oh and also, both the AI character and the target should be on valid surfaces. Wanned to add that as well just to make sure.

* * *

Hmmm… Okay I replicated your exact setup and was able to succeed. I suspect your issue is about the interface, given that there wasn’t a mixup on the other points I listed.

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<div class="post-metadata">

**Author:** ![BoxonDaSavage11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoxonDaSavage11](https://forums.unrealengine.com/u/BoxonDaSavage11)\
**Post date:** [August 13, 2025, 1:18pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/5 "2025-08-13T13:18:30Z")

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Okay when i start the bool is false so move to doesn’t execute, as expected. When i interact with the door the bool turns to true and it starts executing the “move to” task but the ai character doesn’t move. Oh and its flickering but sometimes its smooth(just listing stuff idk if this changes anything).

Loud sound warning!!!  
Here is a video

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<div class="post-metadata">

**Author:** ![VisAgilis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/visagilis/32/891043_2.png) [@VisAgilis](https://forums.unrealengine.com/u/VisAgilis)\
**Post date:** [August 13, 2025, 1:42pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/6 "2025-08-13T13:42:39Z")

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So the issue seems to be, as I mentioned before:

> [@VisAgilis](#):
>
> both the AI character and the target should be on valid surfaces.

Select the actor’s static mesh, and disable the `Can Ever Affect Navigation` property like this:

![Screenshot 2025-08-13 163919](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/d/1/2d1b9c26d9436843519fb4496969261a88052f9b.png)

Also, notice that red hexagon underneath your AI character? The same property is also enabled for its capsule component. While that won’t stop the AI from reaching its target, will cause a little detour. To fix that, disable the property for the capsule component like this:

![Screenshot 2025-08-13 163213](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/c/1/9c1f2fd3553d739b4e64ae2ae321b85902bce7c9.png)

Hope this helps 😇

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<div class="post-metadata">

**Author:** ![BoxonDaSavage11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoxonDaSavage11](https://forums.unrealengine.com/u/BoxonDaSavage11)\
**Post date:** [August 13, 2025, 1:50pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/7 "2025-08-13T13:50:14Z")

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Still nothing, If you have any other ides pleas do tell. I will try to do this in another level or whole new project to see if maybe there is some bug.

Actually there is a difference, the flickering is gone in the Behavior tree execution, maybe that is just a visual bug or something

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<div class="post-metadata">

**Author:** ![VisAgilis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/visagilis/32/891043_2.png) [@VisAgilis](https://forums.unrealengine.com/u/VisAgilis)\
**Post date:** [August 13, 2025, 1:55pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/8 "2025-08-13T13:55:25Z")

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Could you provide a video?

> [@BoxonDaSavage11](#):
>
> If you have any other ides pleas do tell

If you indeed did the fix I explained above, the only thing left is the blackboard key not being set. Again:

> [@VisAgilis](#):
>
> we can’t see the default value of the name type variable in your AI controller BP that’s named “Key”. Make sure that it has the same name as your blackboard key.

Either copy & paste the name or read the value.

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<div class="post-metadata">

**Author:** ![BoxonDaSavage11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoxonDaSavage11](https://forums.unrealengine.com/u/BoxonDaSavage11)\
**Post date:** [August 13, 2025, 1:59pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/9 "2025-08-13T13:59:48Z")

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> [@VisAgilis](#):
>
> Could you provide a video?

Video of what?

> [@VisAgilis](#):
>
> Either copy & paste the name or read the value.

It is the same

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<div class="post-metadata">

**Author:** ![VisAgilis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/visagilis/32/891043_2.png) [@VisAgilis](https://forums.unrealengine.com/u/VisAgilis)\
**Post date:** [August 13, 2025, 2:02pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/10 "2025-08-13T14:02:55Z")

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> [@BoxonDaSavage11](#):
>
> It is the same

Okay, so that leaves the navigation. Could you provide a video showcasing the issue after disabling the `Can Ever Affect Navigation` property for the actor’s static mesh and the AI character’s capsule component? Make sure to also show the navigation while doing so.

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<div class="post-metadata">

**Author:** ![BoxonDaSavage11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoxonDaSavage11](https://forums.unrealengine.com/u/BoxonDaSavage11)\
**Post date:** [August 13, 2025, 2:08pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/11 "2025-08-13T14:08:16Z")

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Is this what you asked for?

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<div class="post-metadata">

**Author:** ![VisAgilis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/visagilis/32/891043_2.png) [@VisAgilis](https://forums.unrealengine.com/u/VisAgilis)\
**Post date:** [August 13, 2025, 2:18pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/12 "2025-08-13T14:18:41Z")

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You see in the video navigation is still obstructed underneath your actor that you want to be the target. Is that not the “door”? If so:

- Select the “door” that’s in the middle of the scene. While having it selected, navigate to the Details window on the bottom right _(with a pencil icon on it)_

- Inside the Details window, select the static mesh component _(that’s not what’s going to be selected initially by default)_

- And lastly, disable the `Can Ever Affect Navigation` property **for the static mesh component** of the actor that the AI character should move towards

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<div class="post-metadata">

**Author:** ![BoxonDaSavage11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoxonDaSavage11](https://forums.unrealengine.com/u/BoxonDaSavage11)\
**Post date:** [August 13, 2025, 2:23pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/13 "2025-08-13T14:23:52Z")

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![DoorDisabled](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/6/d/66d164deffeba7f1c1ca28fcb116d042b3127fc0.jpeg)  
Still nothing, i even tried maybe putting the pivot to the ground so it can decently reach it and even then nothing.

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<div class="post-metadata">

**Author:** ![VisAgilis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/visagilis/32/891043_2.png) [@VisAgilis](https://forums.unrealengine.com/u/VisAgilis)\
**Post date:** [August 13, 2025, 2:24pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/14 "2025-08-13T14:24:31Z")

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Just out of curiosity, what happens when you set the player character as the target?

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<div class="post-metadata">

**Author:** ![BoxonDaSavage11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoxonDaSavage11](https://forums.unrealengine.com/u/BoxonDaSavage11)\
**Post date:** [August 13, 2025, 2:30pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/15 "2025-08-13T14:30:31Z")

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The behavior tree runs but still the ai character doesn’t move.

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<div class="post-metadata">

**Author:** ![VisAgilis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/visagilis/32/891043_2.png) [@VisAgilis](https://forums.unrealengine.com/u/VisAgilis)\
**Post date:** [August 13, 2025, 2:52pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/16 "2025-08-13T14:52:25Z")

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Hmmm…

Well, I was able to produce successful results upon replicating your setup. Perhaps it’s about some settings you’ve tinkered with, or there’s an error in the implementation.

I’d recommend creating a new project _(in my testing I used the third person template)_ and carefully implementing the necessary steps. You might also wanna advance in stages, by first placing the nav mesh and executing an AI Move To node on Begin Play, then doing the same inside your custom AI controller, then creating a blackboard and a behavior tree, now running the behavior tree on Begin Play inside the custom AI controller, and triggering a custom task in the behavior tree that prints an on screen message, after that you can move on with creating a new object type blackboard key in your blackboard, setting its base class as the actor class, setting its value as the player character, and using it in a Move To task, if everything works fine you can then use a different actor as the target, and finally you can add your custom decorator as the condition _(but I’d recommend setting the target on interaction and checking if it’s valid instead of having an obsolete bool type variable for it)_

If you encounter any issues in the progress, make sure to share all the steps you’ve taken to get there, and at which point the issue arises.

Let us know how it goes 😊

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<div class="post-metadata">

**Author:** ![BoxonDaSavage11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoxonDaSavage11](https://forums.unrealengine.com/u/BoxonDaSavage11)\
**Post date:** [August 13, 2025, 4:02pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/17 "2025-08-13T16:02:55Z")

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Okay i went in my custom AI controller and i set the value of the blackboard key instead of using the dropdown menu i used “get player character” and it worked it started moving towards the player.

 ![GetPlayerCharacter](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/f/9/4f9b761fb09a77a10a95325849ba6b5e79229f69.png)

Now i guess i will have to find a way to cast to the door and get it that way but i feel like it shouldn’t be like this

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<div class="post-metadata">

**Author:** ![VisAgilis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/visagilis/32/891043_2.png) [@VisAgilis](https://forums.unrealengine.com/u/VisAgilis)\
**Post date:** [August 13, 2025, 4:20pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/18 "2025-08-13T16:20:07Z")

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Wait… how did I miss that? 🤣

Yes, the issue was that this whole time you were selecting the class instead of the instance!

> [@BoxonDaSavage11](#):
>
> Now i guess i will have to find a way to cast to the door and get it that way but i feel like it shouldn’t be like this

You can use the `Get Actor of Class` node 😊

But like I suggested before:

> [@VisAgilis](#):
>
> I’d recommend setting the target on interaction and checking if it’s valid instead of having an obsolete bool type variable for it

It’d be better to set the target upon interaction using your existing interface.

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<div class="post-metadata">

**Author:** ![BoxonDaSavage11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoxonDaSavage11](https://forums.unrealengine.com/u/BoxonDaSavage11)\
**Post date:** [August 13, 2025, 4:25pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/19 "2025-08-13T16:25:02Z")

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![hallelujah](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/b/a/0bad344125da3b7bc600914705ea14ac735d3d28.jpeg)

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<div class="post-metadata">

**Author:** ![VisAgilis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/visagilis/32/891043_2.png) [@VisAgilis](https://forums.unrealengine.com/u/VisAgilis)\
**Post date:** [August 13, 2025, 4:30pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256/20 "2025-08-13T16:30:19Z")

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😂 🎉 🎊
