# \#ai-controller

**URL:** https://forums.unrealengine.com/tag/ai-controller/3830.md

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## [Floating Pawn Movement + Nav Mesh = Teleporting?](https://forums.unrealengine.com/t/floating-pawn-movement-nav-mesh-teleporting/325020)

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**Author:** [@Slowmanrunning](https://forums.unrealengine.com/u/Slowmanrunning)\
**Replies:** 3\
**Last updated:** [November 5, 2026, 6:54am UTC](https://forums.unrealengine.com/t/floating-pawn-movement-nav-mesh-teleporting/325020 "2026-11-05T06:54:31Z")

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I’m trying to make an RTS style game and I want to have my unit pawns move towards where I right click. I have that, but currently they’re teleporting (or moving really, really fast) there and adjusting the speed in the …

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## [\[TOOL/PLUGIN\] VERA — In-Editor AI Agent for Unreal Engine 5.7 & 5.8 (7 LLM Providers, Viewport Vision, Open Source)](https://forums.unrealengine.com/t/tool-plugin-vera-in-editor-ai-agent-for-unreal-engine-5-7-5-8-7-llm-providers-viewport-vision-open-source/2738556)

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**Author:** [@Ezesubu](https://forums.unrealengine.com/u/Ezesubu)\
**Replies:** 2\
**Last updated:** [October 24, 2026, 2:19am UTC](https://forums.unrealengine.com/t/tool-plugin-vera-in-editor-ai-agent-for-unreal-engine-5-7-5-8-7-llm-providers-viewport-vision-open-source/2738556 "2026-10-24T02:19:00Z")

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Hi everyone! :waving\_hand: I’m excited to share VERA (Virtual Engine Reasoning Agent) — an open-source AI co-pilot that lives directly inside the Unreal Editor. Unlike external chatbots that force you to copy & pas…

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## [BlueprintVision — плагин, который даёт ИИ-агенту (Claude Code) читать и править Blueprints \[WIP, UE 5.8\] ](https://forums.unrealengine.com/t/blueprintvision-claude-code-blueprints-wip-ue-5-8/2844390)

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**Author:** [@Vroterdamusss](https://forums.unrealengine.com/u/Vroterdamusss)\
**Replies:** 0\
**Last updated:** [October 23, 2026, 6:50pm UTC](https://forums.unrealengine.com/t/blueprintvision-claude-code-blueprints-wip-ue-5-8/2844390 "2026-10-23T18:50:19Z")

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Всем привет! Я соло-разработчик, делаю на UE 5.8 мультиплеерный шутер. Код пишу вместе с ИИ-агентом Claude Code, и быстро упёрся в проблему: с C++ агент работает хорошо, а Blueprints для него — чёрный ящик. .uasset — эт…

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## [How To Make A Ranged AI With State Trees](https://forums.unrealengine.com/t/how-to-make-a-ranged-ai-with-state-trees/2736759)

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**Author:** [@Ryd3r09](https://forums.unrealengine.com/u/Ryd3r09)\
**Replies:** 1\
**Last updated:** [July 19, 2026, 3:32am UTC](https://forums.unrealengine.com/t/how-to-make-a-ranged-ai-with-state-trees/2736759 "2026-07-19T03:32:57Z")

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Hello Im currently working on making the enemy ai for my game using state trees and want to make him shoot weapons at the player from afar. Would I use the same system I have seen in tutorials for behavior trees where t…

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## [UE5 C++ Behavior Tree / Combat Slot AI keeps falling back to Patrol instead of Attack](https://forums.unrealengine.com/t/ue5-c-behavior-tree-combat-slot-ai-keeps-falling-back-to-patrol-instead-of-attack/2735544)

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**Author:** [@iNSANE\_SS](https://forums.unrealengine.com/u/iNSANE_SS)\
**Replies:** 1\
**Last updated:** [July 15, 2026, 4:20am UTC](https://forums.unrealengine.com/t/ue5-c-behavior-tree-combat-slot-ai-keeps-falling-back-to-patrol-instead-of-attack/2735544 "2026-07-15T04:20:50Z")

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Hi everyone, I’m implementing a melee combat slot system entirely in UE5 C++ (no Blueprint logic except assigning assets), and I’ve reached a point where I’m stuck debugging the AI state transitions. Current architectu…

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## [How Can I make An advanced Patrolling AI](https://forums.unrealengine.com/t/how-can-i-make-an-advanced-patrolling-ai/2734473)

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**Author:** [@Ryd3r09](https://forums.unrealengine.com/u/Ryd3r09)\
**Replies:** 1\
**Last updated:** [July 9, 2026, 7:06pm UTC](https://forums.unrealengine.com/t/how-can-i-make-an-advanced-patrolling-ai/2734473 "2026-07-09T19:06:51Z")

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Hello I want to make an enemy ai for my game with multiple features but right now I’m working on patrolling and found a system I like. It makes it so the enemy patrols in random spots along the path and uses raycasts to…

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## [Why do actors bounce/launch eachother?](https://forums.unrealengine.com/t/why-do-actors-bounce-launch-eachother/311309)

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**Author:** [@anonymous\_user\_9b155d6f](https://forums.unrealengine.com/u/anonymous_user_9b155d6f)\
**Replies:** 21\
**Last updated:** [April 21, 2026, 12:18am UTC](https://forums.unrealengine.com/t/why-do-actors-bounce-launch-eachother/311309 "2026-04-21T00:18:15Z")

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I am having an issues where the AI i have created. Every now and then when they walk near each other and get ‘kicked’ or bounce away from another NPC, sometimes being launched halfway across the level or really high in t…

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## [Unable to set Linked State Tree Overrides when using a StateTreeAIComponent schema?](https://forums.unrealengine.com/t/unable-to-set-linked-state-tree-overrides-when-using-a-statetreeaicomponent-schema/2689450)

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**Author:** [@VladDimitrov](https://forums.unrealengine.com/u/VladDimitrov)\
**Replies:** 0\
**Last updated:** [January 3, 2026, 10:00pm UTC](https://forums.unrealengine.com/t/unable-to-set-linked-state-tree-overrides-when-using-a-statetreeaicomponent-schema/2689450 "2026-01-03T22:00:19Z")

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Hey everyone, is there no way to set Linked State Tree Overrides in blueprint when using a StateTreeAIComponent versus the regular StateTreeComponent? The “Add Linked State Tree Overrides” node says it only works on the…

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## [AI SetFocus Instantly snap rotate to location (How to make it rotate smoothly?)](https://forums.unrealengine.com/t/ai-setfocus-instantly-snap-rotate-to-location-how-to-make-it-rotate-smoothly/449219)

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**Author:** [@dinasorZ](https://forums.unrealengine.com/u/dinasorZ)\
**Replies:** 4\
**Last updated:** [January 1, 2026, 9:51pm UTC](https://forums.unrealengine.com/t/ai-setfocus-instantly-snap-rotate-to-location-how-to-make-it-rotate-smoothly/449219 "2026-01-01T21:51:26Z")

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When I Set New Focus, the AI Instantly snap rotate to the focused location… Any Idea how to make it smoothly rotate to the new focused location? Thank you in advance.

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## [Bug: SetFocalPoint doesn't update controller pitch rotation](https://forums.unrealengine.com/t/bug-setfocalpoint-doesnt-update-controller-pitch-rotation/362321)

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**Author:** [@Xukapy](https://forums.unrealengine.com/u/Xukapy)\
**Replies:** 34\
**Last updated:** [November 27, 2025, 7:35pm UTC](https://forums.unrealengine.com/t/bug-setfocalpoint-doesnt-update-controller-pitch-rotation/362321 "2025-11-27T19:35:38Z")

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\*\*Hello, I found two ways to make AI look at me: SetFocus and SetFocalPoint \*\* I use SetFocus once on Begin Play and it works fine AI focusing on Pivot Point of my Character and update Yaw and Pitch control rotation…

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## [AI not completing the task](https://forums.unrealengine.com/t/ai-not-completing-the-task/2668052)

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**Author:** [@TheZknown](https://forums.unrealengine.com/u/TheZknown)\
**Replies:** 17\
**Last updated:** [October 31, 2025, 2:16am UTC](https://forums.unrealengine.com/t/ai-not-completing-the-task/2668052 "2025-10-31T02:16:06Z")

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I’ve tried to give the AI many different tasks(like just moving to a specific coordinate or playing an animation), but it always shows the green icon on the AI no matter what I try.

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## [State enter condition don't receive event](https://forums.unrealengine.com/t/state-enter-condition-dont-receive-event/2606848)

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**Author:** [@awarewoff](https://forums.unrealengine.com/u/awarewoff)\
**Replies:** 3\
**Last updated:** [November 14, 2025, 10:12pm UTC](https://forums.unrealengine.com/t/state-enter-condition-dont-receive-event/2606848 "2025-11-14T22:12:24Z")

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Hello, I have an issue with transitioning between states with event condition. I have this transition and it works fine. But if I add “Required Event to Enter” it stops working. Event is not consumed on transiti…

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## [Spawned actor Mesh does not block AI perception Sight, same actor already placed in world does](https://forums.unrealengine.com/t/spawned-actor-mesh-does-not-block-ai-perception-sight-same-actor-already-placed-in-world-does/2653529)

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**Author:** [@minirlz](https://forums.unrealengine.com/u/minirlz)\
**Replies:** 1\
**Last updated:** [September 4, 2025, 3:42am UTC](https://forums.unrealengine.com/t/spawned-actor-mesh-does-not-block-ai-perception-sight-same-actor-already-placed-in-world-does/2653529 "2025-09-04T03:42:34Z")

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The static mesh placed in world and the actor I am spawning already placed in world both block perception when I move the Char behind them. If I spawn the actor at Run time the AI perception can see the player through it…

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## [AI Controller rotation ](https://forums.unrealengine.com/t/ai-controller-rotation/2643355)

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**Author:** [@BitterGuitar3](https://forums.unrealengine.com/u/BitterGuitar3)\
**Replies:** 0\
**Last updated:** [August 16, 2025, 12:53am UTC](https://forums.unrealengine.com/t/ai-controller-rotation/2643355 "2025-08-16T00:53:50Z")

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So, I am currently making a 1v1 PvE basic concept prototype of a project I want to make. The end goal is like a PvP FPS like Hell Let Loose. But for the sake of prototyping and with my limited knowledge, I am using an AI…

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## [AI Sight takes up to 1.5 seconds to see actor after teleporting AI Controller](https://forums.unrealengine.com/t/ai-sight-takes-up-to-1-5-seconds-to-see-actor-after-teleporting-ai-controller/2637373)

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**Author:** [@SideFFect](https://forums.unrealengine.com/u/SideFFect)\
**Replies:** 0\
**Last updated:** [August 11, 2025, 1:37am UTC](https://forums.unrealengine.com/t/ai-sight-takes-up-to-1-5-seconds-to-see-actor-after-teleporting-ai-controller/2637373 "2025-08-11T01:37:57Z")

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I have an AI controller for a character setup where the enemy (the AI controller), will teleport a certain distance away from the player, if the player moves out of the Sight Radius (Currently set to 200/350 with 75 degr…

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## [AI Move To ignores Acceptance Radius](https://forums.unrealengine.com/t/ai-move-to-ignores-acceptance-radius/2597406)

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**Author:** [@Azyreal](https://forums.unrealengine.com/u/Azyreal)\
**Replies:** 1\
**Last updated:** [July 9, 2025, 3:05pm UTC](https://forums.unrealengine.com/t/ai-move-to-ignores-acceptance-radius/2597406 "2025-07-09T15:05:25Z")

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Hello, I’ currently following this Unreal tutorial: https://www.youtube.com/watch?v=3KXzEphBWZ0&list=PLF\_ue\_ea-VTrhbJQ4R61n3KjbAGkOjH\_N&index=18 I’m near the end of the video, we’re making AI ennemies that are supposed …

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## [AI Works When Level Launched Directly, But Not After Menu Transition ](https://forums.unrealengine.com/t/ai-works-when-level-launched-directly-but-not-after-menu-transition/2586525)

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**Author:** [@DARTVAUDER0057](https://forums.unrealengine.com/u/DARTVAUDER0057)\
**Replies:** 1\
**Last updated:** [July 7, 2025, 3:45am UTC](https://forums.unrealengine.com/t/ai-works-when-level-launched-directly-but-not-after-menu-transition/2586525 "2025-07-07T03:45:49Z")

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Hello to everyone. I really need your help. I have two levels: a main menu level and a gameplay level. On the gameplay level, I have two AI characters, each with their own AIController, Blackboard, and Behavior Tree. Ev…

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## [How to move AI avoiding obstacles on the path?](https://forums.unrealengine.com/t/how-to-move-ai-avoiding-obstacles-on-the-path/564423)

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**Author:** [@ulanov1707](https://forums.unrealengine.com/u/ulanov1707)\
**Replies:** 4\
**Last updated:** [May 17, 2025, 2:29pm UTC](https://forums.unrealengine.com/t/how-to-move-ai-avoiding-obstacles-on-the-path/564423 "2025-05-17T14:29:55Z")

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hi guys , please give me some advice i am doing strategy game and ai has to move to location which player clicks , and "AIMoveTo "function moves the ai but doesnt avoids and obstacles . how to make them to avoid obstacl…

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## [AI MoveTo AcceptanceRadius - Not working for Target Actor?](https://forums.unrealengine.com/t/ai-moveto-acceptanceradius-not-working-for-target-actor/572951)

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**Author:** [@Waxo](https://forums.unrealengine.com/u/Waxo)\
**Replies:** 3\
**Last updated:** [May 10, 2025, 1:17pm UTC](https://forums.unrealengine.com/t/ai-moveto-acceptanceradius-not-working-for-target-actor/572951 "2025-05-10T13:17:47Z")

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Hello, I’m a bit confused by the acceptance radius of the AI MoveTo blueprint, it doesn’t seem to work for Target Actor. For example: MoveTo target here is the vector location of the bananas. The acceptance radius is …

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## [Mixing Procedural Animation and Animation Montages](https://forums.unrealengine.com/t/mixing-procedural-animation-and-animation-montages/2476314)

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**Author:** [@ElatedSheep983](https://forums.unrealengine.com/u/ElatedSheep983)\
**Replies:** 0\
**Last updated:** [April 25, 2025, 10:38pm UTC](https://forums.unrealengine.com/t/mixing-procedural-animation-and-animation-montages/2476314 "2025-04-25T22:38:15Z")

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Hi, I am working on my first AI character that uses procedural animation for its basic movement, however, I want to incorporate framed animation sequences for things such as attacking the player or looking around in pla…

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## [BehaviourTree stuck in MoveTo if starting Behaviour Tree from OnPossess() in AIController in c++](https://forums.unrealengine.com/t/behaviourtree-stuck-in-moveto-if-starting-behaviour-tree-from-onpossess-in-aicontroller-in-c/2472679)

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**Author:** [@wortback1](https://forums.unrealengine.com/u/wortback1)\
**Replies:** 0\
**Last updated:** [April 23, 2025, 8:19pm UTC](https://forums.unrealengine.com/t/behaviourtree-stuck-in-moveto-if-starting-behaviour-tree-from-onpossess-in-aicontroller-in-c/2472679 "2025-04-23T20:19:02Z")

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Hello! I ran into a weird bug where a behaviour tree basically gets stuck in the MoveTo node, despite the character actually reaching the destination. I use a custom BP AIController class that is derived from a custom c…

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## [A way to override or bind OnMoveCompleted inside pawn class?](https://forums.unrealengine.com/t/a-way-to-override-or-bind-onmovecompleted-inside-pawn-class/435392)

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**Author:** [@Sardorian](https://forums.unrealengine.com/u/Sardorian)\
**Replies:** 2\
**Last updated:** [April 24, 2025, 10:50am UTC](https://forums.unrealengine.com/t/a-way-to-override-or-bind-onmovecompleted-inside-pawn-class/435392 "2025-04-24T10:50:55Z")

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Is there way to override or bind to event aicontroller-\>onmovecompleted event inside pawn class?

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## [When spawning my ai with tags it gets reset in the ai controller](https://forums.unrealengine.com/t/when-spawning-my-ai-with-tags-it-gets-reset-in-the-ai-controller/2465244)

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**Author:** [@Goltoreth1](https://forums.unrealengine.com/u/Goltoreth1)\
**Replies:** 0\
**Last updated:** [April 19, 2025, 9:32pm UTC](https://forums.unrealengine.com/t/when-spawning-my-ai-with-tags-it-gets-reset-in-the-ai-controller/2465244 "2025-04-19T21:32:11Z")

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So i have a beginplay node in my level blueprint where i “spawn an AI from class” and then add tags to it with the return value. However when it gets to my AI Controller it returns that there are no tags on the character…

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## [Ai Controller Not Valid after Ai Respawn](https://forums.unrealengine.com/t/ai-controller-not-valid-after-ai-respawn/2456152)

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**Author:** [@Maximum.Dino](https://forums.unrealengine.com/u/Maximum.Dino)\
**Replies:** 2\
**Last updated:** [April 17, 2025, 11:17am UTC](https://forums.unrealengine.com/t/ai-controller-not-valid-after-ai-respawn/2456152 "2025-04-17T11:17:19Z")

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I’m working on creating a save system for my game, and when the game loads, the ai characters need to be spawned using the data saved. The issue that I’m having is that when the characters respawn, the controller is inva…

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## [MoveToActor and MoveToLocation Not Working in C++](https://forums.unrealengine.com/t/movetoactor-and-movetolocation-not-working-in-c/384577)

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**Author:** [@calembendell](https://forums.unrealengine.com/u/calembendell)\
**Replies:** 12\
**Last updated:** [April 17, 2025, 12:59am UTC](https://forums.unrealengine.com/t/movetoactor-and-movetolocation-not-working-in-c/384577 "2025-04-17T00:59:31Z")

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I have the following bit of code in my class extending AAIController: UE\_LOG(LogTemp, Warning, TEXT("MOVING TOWARDS CHARACTER %s AT POSITION %s"), \*TargetedCharacter-\>GetName(), \*TargetedCharacter-\>GetActorLocation().T…

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## [How to Use the "Stop Logic" / "Restart Logic" Nodes?](https://forums.unrealengine.com/t/how-to-use-the-stop-logic-restart-logic-nodes/463970)

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**Author:** [@PhilRE](https://forums.unrealengine.com/u/PhilRE)\
**Replies:** 5\
**Last updated:** [March 15, 2025, 11:35pm UTC](https://forums.unrealengine.com/t/how-to-use-the-stop-logic-restart-logic-nodes/463970 "2025-03-15T23:35:13Z")

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Hello I am looking for a way of restarting the behavior Tree my AI Controller is Running. After some Research it seems like the “Stop Logic” and “Restart Logic” (Brain component) Nodes are what i need. I attempted to …

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## [Can I make one common AI for a lot of NPC?](https://forums.unrealengine.com/t/can-i-make-one-common-ai-for-a-lot-of-npc/2359677)

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**Author:** [@Mr.JMUR](https://forums.unrealengine.com/u/Mr.JMUR)\
**Replies:** 2\
**Last updated:** [February 26, 2025, 5:28pm UTC](https://forums.unrealengine.com/t/can-i-make-one-common-ai-for-a-lot-of-npc/2359677 "2025-02-26T17:28:39Z")

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I’d like to create one AI which can give instructions for Characters: be passive, run away from Main Character or stay nearby (all characters could diy by Main character) I know how to do it when each NPC has personal A…

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## [AI strafes when set not to](https://forums.unrealengine.com/t/ai-strafes-when-set-not-to/2327168)

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**Author:** [@BlackHole137](https://forums.unrealengine.com/u/BlackHole137)\
**Replies:** 9\
**Last updated:** [February 11, 2025, 12:45pm UTC](https://forums.unrealengine.com/t/ai-strafes-when-set-not-to/2327168 "2025-02-11T12:45:37Z")

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Hello, i’m setting up an AI for a dog that follows the player around. It works correctly except for one thing. The dog has a limited turn rate with different animations depending on how fast it’s turning. Both the contro…

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## [Run EQS Querry in Behavior Tree never succeeds](https://forums.unrealengine.com/t/run-eqs-querry-in-behavior-tree-never-succeeds/2279397)

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**Author:** [@NexUs](https://forums.unrealengine.com/u/NexUs)\
**Replies:** 4\
**Last updated:** [January 17, 2025, 12:55am UTC](https://forums.unrealengine.com/t/run-eqs-querry-in-behavior-tree-never-succeeds/2279397 "2025-01-17T00:55:50Z")

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Hi, i was trying to learn something about EQS based on Ali Elzoheiry youtube tutorials called “Smart Enemy AI Tutorial series”. I watched some of his videos and decided to finally try to do something by myself. I wanted…

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## [AI Navigation fails with navmesh set to Dynamic runtime generation](https://forums.unrealengine.com/t/ai-navigation-fails-with-navmesh-set-to-dynamic-runtime-generation/323366)

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**Author:** [@anonymous\_user\_3ca377f31](https://forums.unrealengine.com/u/anonymous_user_3ca377f31)\
**Replies:** 13\
**Last updated:** [January 15, 2025, 2:05pm UTC](https://forums.unrealengine.com/t/ai-navigation-fails-with-navmesh-set-to-dynamic-runtime-generation/323366 "2025-01-15T14:05:20Z")

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I’m having trouble moving an AI character to another actor when runtime generation is set to dynamic. It works if I set it to static, but gives an Aborted error otherwise. I can see the cell updating when I start the sim…

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