# \[STABILITY\] NPC behaviour has changed/broken for existing maps

**URL:** <https://forums.unrealengine.com/t/stability-npc-behaviour-has-changed-broken-for-existing-maps/1978281>\
**Category:** Issues and Bug Reporting\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, fortnite\
**Created:** [August 16, 2024, 10:08am UTC](https://forums.unrealengine.com/t/stability-npc-behaviour-has-changed-broken-for-existing-maps/1978281 "2024-08-16T10:08:25Z")\
**Posts on this page:** 1\
**Showing post:** 12

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**Author:** ![13HARAMBE37](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@13HARAMBE37](https://forums.unrealengine.com/u/13HARAMBE37)\
**Post date:** [August 18, 2024, 6:58am UTC](https://forums.unrealengine.com/t/stability-npc-behaviour-has-changed-broken-for-existing-maps/1978281/12 "2024-08-18T06:58:19Z")

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Have you tried reach radius 0? Kinda works for me.  
edit:  
i found a fix and im just gonna hint that dont wait for Your npc to reach navigation target, instead spawn the navigateto in a loop and inside if(distance \< x.x) add Your behavior(attack or w/e), if that makes any sense to You

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