# Spline based movement with RVO

**URL:** <https://forums.unrealengine.com/t/spline-based-movement-with-rvo/480953>\
**Category:** AI\
**Tags:** ai-navigation, move-to-location, unreal-engine, question\
**Created:** [March 27, 2021, 12:16pm UTC](https://forums.unrealengine.com/t/spline-based-movement-with-rvo/480953 "2021-03-27T12:16:08Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![PenguinTux](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PenguinTux](https://forums.unrealengine.com/u/PenguinTux)\
**Post date:** [March 27, 2021, 12:16pm UTC](https://forums.unrealengine.com/t/spline-based-movement-with-rvo/480953/1 "2021-03-27T12:16:08Z")

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Hi, i have a project that randomly gets a nearest points from sorted array, then generates “walk along this spline” spline.  
I use simple Move to destination point for AI, but i wanted to combine it with RVO / Crowd system. I´ve managed to make work only one of those systems, either Spline based movement WITHOUT RVO or move to without spline but with RVO/Crowd. Is there a way you can force the AI to follow the spline but also avoid the other AIs?  
Thank you so much.

Move to event:

 ![333810-help1.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/b/3/8b3437bfd47d1c0797f905971f7b62da67adddd3.png)

and this is how i generate the path

 ![333811-help2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/b/4/4b4024a0f49c9ebeba9e6de474bd33aac0a3abe7.png)
