# \#ai-navigation

**URL:** https://forums.unrealengine.com/tag/ai-navigation/5502.md

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## [Interest Engine: Open-Source C++20 NPC Attention Selection for Unreal Engine 5.8](https://forums.unrealengine.com/t/interest-engine-open-source-c-20-npc-attention-selection-for-unreal-engine-5-8/2850118)

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**Author:** [@Pullsar](https://forums.unrealengine.com/u/Pullsar)\
**Replies:** 0\
**Last updated:** [November 4, 2026, 3:16pm UTC](https://forums.unrealengine.com/t/interest-engine-open-source-c-20-npc-attention-selection-for-unreal-engine-5-8/2850118 "2026-11-04T15:16:50Z")

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Hi everyone, I’ve been working on Interest Engine, a standalone C++20 attention-selection kernel for game NPCs, and I’ve recently released an Unreal Engine 5.8 adapter alongside it. The idea is straightforward: the gam…

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## [DBV Unreal AI. Your AI Copilot that integrates Tripo, Convai and WorldLabs](https://forums.unrealengine.com/t/dbv-unreal-ai-your-ai-copilot-that-integrates-tripo-convai-and-worldlabs/2848694)

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**Author:** [@davidbuenov](https://forums.unrealengine.com/u/davidbuenov)\
**Replies:** 0\
**Last updated:** [November 1, 2026, 8:01pm UTC](https://forums.unrealengine.com/t/dbv-unreal-ai-your-ai-copilot-that-integrates-tripo-convai-and-worldlabs/2848694 "2026-11-01T20:01:44Z")

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DBV Unreal AI is a native artificial intelligence copilot for Unreal Engine 5.8: lightweight, fast, local-first, and privacy-respecting — with no forced subscriptions, no ads, and no tracking telemetry. It connects dire…

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## [How to make NPCs ignore collision with each other](https://forums.unrealengine.com/t/how-to-make-npcs-ignore-collision-with-each-other/2733109)

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**Author:** [@Adb](https://forums.unrealengine.com/u/Adb)\
**Replies:** 3\
**Last updated:** [October 30, 2026, 3:50pm UTC](https://forums.unrealengine.com/t/how-to-make-npcs-ignore-collision-with-each-other/2733109 "2026-10-30T15:50:54Z")

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I have an island that is Survival Horror Co-op versus NPCs. Problem is that right now, NPCs can block each other, which causes their pathfinder to bug out, making them circle around endlessly at the same spot. I could w…

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## [Guards moved by Verse (strafing with NavigateTo) no longer shoot the player ](https://forums.unrealengine.com/t/guards-moved-by-verse-strafing-with-navigateto-no-longer-shoot-the-player/2839193)

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**Author:** [@Meowtain](https://forums.unrealengine.com/u/Meowtain)\
**Replies:** 0\
**Last updated:** [October 10, 2026, 1:27pm UTC](https://forums.unrealengine.com/t/guards-moved-by-verse-strafing-with-navigateto-no-longer-shoot-the-player/2839193 "2026-10-10T13:27:17Z")

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Summary Bots that strafe and fight the player with Verse movement used to work in UEFN. They no longer shoot: a normal guard shoots the player, but a guard moved by Verse never does. Please select what you are reporting…

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## [Holes in Navmesh](https://forums.unrealengine.com/t/holes-in-navmesh/2762945)

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**Author:** [@HelioHsx](https://forums.unrealengine.com/u/HelioHsx)\
**Replies:** 5\
**Last updated:** [October 10, 2026, 11:16am UTC](https://forums.unrealengine.com/t/holes-in-navmesh/2762945 "2026-10-10T11:16:42Z")

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Summary I’ve got holes in the navmesh, mostly when bounds meet with each other. These holes prevent the AI from traversing there. I have tried changing many settings and nothing has helped so far. Sculpting the landscape…

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## [New Game I’m working on](https://forums.unrealengine.com/t/new-game-i-m-working-on/2835044)

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**Author:** [@Joseph\_Lyons](https://forums.unrealengine.com/u/Joseph_Lyons)\
**Replies:** 4\
**Last updated:** [October 9, 2026, 5:50pm UTC](https://forums.unrealengine.com/t/new-game-i-m-working-on/2835044 "2026-10-09T17:50:56Z")

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UE5 Survival-Horror Game — Looking for an Experienced Unreal Developer Hi everyone, I’m a beginner Unreal Engine developer working on a single-player third-person survival-horror game in Unreal Engine 5, and I’m lookin…

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## [Navmesh cracks in irregular geometry such as hills](https://forums.unrealengine.com/t/navmesh-cracks-in-irregular-geometry-such-as-hills/408907)

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**Author:** [@anonymous\_user\_f519f153](https://forums.unrealengine.com/u/anonymous_user_f519f153)\
**Replies:** 4\
**Last updated:** [September 12, 2026, 5:05pm UTC](https://forums.unrealengine.com/t/navmesh-cracks-in-irregular-geometry-such-as-hills/408907 "2026-09-12T17:05:39Z")

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We are building the NPCs in our game to use the nav mesh for navigation. However, they frequently get stuck on the cracks of navmesh in our level, which largely comprises of hilly and irregular elevation. Is there any v…

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## [GASP Mover Move to location navigation pathfinding](https://forums.unrealengine.com/t/gasp-mover-move-to-location-navigation-pathfinding/2738931)

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**Author:** [@ZhangZou](https://forums.unrealengine.com/u/ZhangZou)\
**Replies:** 1\
**Last updated:** [September 11, 2026, 7:31pm UTC](https://forums.unrealengine.com/t/gasp-mover-move-to-location-navigation-pathfinding/2738931 "2026-09-11T19:31:27Z")

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How to get GASP Mover player character to move to specific location (i.e. the front of a chest or door)? Simple move to location doesn’t seem to work, and AI Move To works only on AI.

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## [Hit Box Prevents AI Navigation to Goal Location](https://forums.unrealengine.com/t/hit-box-prevents-ai-navigation-to-goal-location/2731546)

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**Author:** [@Jimmersac](https://forums.unrealengine.com/u/Jimmersac)\
**Replies:** 5\
**Last updated:** [August 18, 2026, 8:03pm UTC](https://forums.unrealengine.com/t/hit-box-prevents-ai-navigation-to-goal-location/2731546 "2026-08-18T20:03:34Z")

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I’m working on a town management game where NPCS walk to resources nodes, trees rocks, etc and attack them for resources. Problem. The only way I can get my AI to navigate to the nodes is to completely shut off all “Can …

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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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## [Remove Gameplay Tags in State Tree](https://forums.unrealengine.com/t/remove-gameplay-tags-in-state-tree/2733675)

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**Author:** [@yekimevol](https://forums.unrealengine.com/u/yekimevol)\
**Replies:** 3\
**Last updated:** [July 5, 2026, 8:53pm UTC](https://forums.unrealengine.com/t/remove-gameplay-tags-in-state-tree/2733675 "2026-07-05T20:53:41Z")

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Ive been following An AI State Tree tutorial series and ive hit a snag. The series ends on getting the AI to follow you but I cant seem to get it to stop following the player. I think its due to the AI Sense Tag still b…

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## [Mark Low Height Areas in Navigation Mesh](https://forums.unrealengine.com/t/mark-low-height-areas-in-navigation-mesh/465180)

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**Author:** [@Strik3One](https://forums.unrealengine.com/u/Strik3One)\
**Replies:** 2\
**Last updated:** [July 2, 2026, 4:39pm UTC](https://forums.unrealengine.com/t/mark-low-height-areas-in-navigation-mesh/465180 "2026-07-02T16:39:49Z")

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Hello, I was looking trough the options for the Navigation Mesh and discovered the option “Mark Low Height Areas”. This seemed to be perfect as I my game will allow the AI agents to crouch. However, when checking the b…

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## [NavMeshBoundsVolume Collision Presets Locked](https://forums.unrealengine.com/t/navmeshboundsvolume-collision-presets-locked/2732815)

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**Author:** [@Manadoria](https://forums.unrealengine.com/u/Manadoria)\
**Replies:** 0\
**Last updated:** [July 1, 2026, 5:13pm UTC](https://forums.unrealengine.com/t/navmeshboundsvolume-collision-presets-locked/2732815 "2026-07-01T17:13:48Z")

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Summary NavMeshBoundsVolume instances have their “Collision Presets” locked to “NoCollision” within Unreal Engine version 5.8; the preset cannot be changed. This breaks AI navigation within certain assets that rely upon …

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## [AI using Move To with Blackboard Vector behaves inconsistently compared to Move To Actor ](https://forums.unrealengine.com/t/ai-using-move-to-with-blackboard-vector-behaves-inconsistently-compared-to-move-to-actor/2731476)

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**Author:** [@iNSANE\_SS](https://forums.unrealengine.com/u/iNSANE_SS)\
**Replies:** 1\
**Last updated:** [June 26, 2026, 3:29am UTC](https://forums.unrealengine.com/t/ai-using-move-to-with-blackboard-vector-behaves-inconsistently-compared-to-move-to-actor/2731476 "2026-06-26T03:29:05Z")

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Hi everyone, I’m implementing a combat slot system where enemies move to a calculated position around the player instead of directly to the player’s location. My BT Service calculates a Vector called ChaseTarget every …

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## [Making multiple AIs choose different spots in EQS](https://forums.unrealengine.com/t/making-multiple-ais-choose-different-spots-in-eqs/487394)

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**Author:** [@Dodge\_King28](https://forums.unrealengine.com/u/Dodge_King28)\
**Replies:** 2\
**Last updated:** [April 24, 2026, 12:23pm UTC](https://forums.unrealengine.com/t/making-multiple-ais-choose-different-spots-in-eqs/487394 "2026-04-24T12:23:57Z")

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Hi everybody, I’m using EQS to so that AIs can circle around the player and attack from different directions. The problem I’m facing at the moment some AIs choose the same spot. How can I make it so every AI chooses diff…

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## [EQS : PathingGrid : Missing points of 'detached' nav mesh 'segment'](https://forums.unrealengine.com/t/eqs-pathinggrid-missing-points-of-detached-nav-mesh-segment/564338)

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**Author:** [@akaPrometh](https://forums.unrealengine.com/u/akaPrometh)\
**Replies:** 1\
**Last updated:** [April 13, 2026, 9:31am UTC](https://forums.unrealengine.com/t/eqs-pathinggrid-missing-points-of-detached-nav-mesh-segment/564338 "2026-04-13T09:31:03Z")

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Hi, I’m trying to make an EQS query that gets the best position on the navmesh around a target for my RANGE AI to go to. So it actually doesnt need to get to it, it just needs a location on the navmesh. This is a bit …

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## [Hide the mouse cursor in a UMG menu when a gamepad is used](https://forums.unrealengine.com/t/hide-the-mouse-cursor-in-a-umg-menu-when-a-gamepad-is-used/384029)

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**Author:** [@Fjellgnu](https://forums.unrealengine.com/u/Fjellgnu)\
**Replies:** 6\
**Last updated:** [April 8, 2026, 9:10am UTC](https://forums.unrealengine.com/t/hide-the-mouse-cursor-in-a-umg-menu-when-a-gamepad-is-used/384029 "2026-04-08T09:10:13Z")

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I have menu system created in UMG. It allows mouse, keyboard and gamepad inputs. The thing is, I would like the mouse cursor to disappear when a gamepad is in use. To me it seems logical to test a keypress and check if t…

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## [Alternatives to CMC for AI movement that still leverage navmesh](https://forums.unrealengine.com/t/alternatives-to-cmc-for-ai-movement-that-still-leverage-navmesh/2711477)

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**Author:** [@Tobleroon](https://forums.unrealengine.com/u/Tobleroon)\
**Replies:** 0\
**Last updated:** [April 5, 2026, 12:27am UTC](https://forums.unrealengine.com/t/alternatives-to-cmc-for-ai-movement-that-still-leverage-navmesh/2711477 "2026-04-05T00:27:57Z")

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Hello great game dev minds, I’m working on a game that involves enemies spawning on the perimeter of the map and navigating to target buildings the player is defending. Enemies are simple hovercraft vehicles, no moving…

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## [Chapter 5 & 6 Terrain Galleries don't work properly](https://forums.unrealengine.com/t/chapter-5-6-terrain-galleries-dont-work-properly/2662489)

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**Author:** [@CanoKrewYT](https://forums.unrealengine.com/u/CanoKrewYT)\
**Replies:** 2\
**Last updated:** [March 31, 2026, 7:01pm UTC](https://forums.unrealengine.com/t/chapter-5-6-terrain-galleries-dont-work-properly/2662489 "2026-03-31T19:01:02Z")

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Summary Terrain pieces from Chapter 5 & 6 Nature Galleries don’t have AI Navigation for at least Creatures and don’t support an number of items such as Crash Pads Please select what you are reporting on: Creative What …

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## [AI MoveTo fails with "aborted" inconsistently](https://forums.unrealengine.com/t/ai-moveto-fails-with-aborted-inconsistently/370814)

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**Author:** [@The\_Scanner\_Darkly](https://forums.unrealengine.com/u/The_Scanner_Darkly)\
**Replies:** 13\
**Last updated:** [March 24, 2026, 7:43pm UTC](https://forums.unrealengine.com/t/ai-moveto-fails-with-aborted-inconsistently/370814 "2026-03-24T19:43:34Z")

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In my behaviour tree for my AI, there is a task “GoToWaypoint”, in which the node “AI MoveTo” node is used to move the character to their next waypoint, created by the player earlier in gameplay. This works 95% of the ti…

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## [What are some important elements I need to understand when it comes to implementing AI into my projects? ](https://forums.unrealengine.com/t/what-are-some-important-elements-i-need-to-understand-when-it-comes-to-implementing-ai-into-my-projects/2705830)

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**Author:** [@5R32](https://forums.unrealengine.com/u/5R32)\
**Replies:** 1\
**Last updated:** [March 16, 2026, 2:49pm UTC](https://forums.unrealengine.com/t/what-are-some-important-elements-i-need-to-understand-when-it-comes-to-implementing-ai-into-my-projects/2705830 "2026-03-16T14:49:45Z")

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Hello, I’ve been learning to use UE5 for the past couple of months & I thought of creating AI NPCS, specifically ones that go after the player & jumpscare, similar to games like Alien Isolation. But in the future I want…

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## [Navmesh runtime regeneration \[AddNavigationBuildLock\]](https://forums.unrealengine.com/t/navmesh-runtime-regeneration-addnavigationbuildlock/2704680)

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**Author:** [@ss.mod](https://forums.unrealengine.com/u/ss.mod)\
**Replies:** 0\
**Last updated:** [March 8, 2026, 11:52pm UTC](https://forums.unrealengine.com/t/navmesh-runtime-regeneration-addnavigationbuildlock/2704680 "2026-03-08T23:52:28Z")

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So I set my generation runtime for my navmesh to be dynamic, but i really don’t need that because i just want to generate my navmesh when I move objects at the BeginPlay (which only happens once) and I don’t need to bui…

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## [How to handle smart nav links with characters moved by root motion](https://forums.unrealengine.com/t/how-to-handle-smart-nav-links-with-characters-moved-by-root-motion/2536407)

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**Author:** [@Joshd1271410](https://forums.unrealengine.com/u/Joshd1271410)\
**Replies:** 2\
**Last updated:** [March 3, 2026, 11:56am UTC](https://forums.unrealengine.com/t/how-to-handle-smart-nav-links-with-characters-moved-by-root-motion/2536407 "2026-03-03T11:56:40Z")

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Been trying to get the OnSmartLinkReached event to fire when my AI pass over it for two hours now but it never does. My AI movement is entirely root motion driven and I am using FindPathToLocationSynchronously for the pa…

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## [My Small NavMesh Characters are floating - how does the default BP\_TopDownCharacter handle it?](https://forums.unrealengine.com/t/my-small-navmesh-characters-are-floating-how-does-the-default-bp-topdowncharacter-handle-it/2701840)

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**Author:** [@jbg\_joe](https://forums.unrealengine.com/u/jbg_joe)\
**Replies:** 1\
**Last updated:** [February 24, 2026, 4:30pm UTC](https://forums.unrealengine.com/t/my-small-navmesh-characters-are-floating-how-does-the-default-bp-topdowncharacter-handle-it/2701840 "2026-02-24T16:30:50Z")

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I’ve got some custom characters about 30cm tall that are hovering above the Nav Mesh. To try and debug it, I started up a new top down Unreal project, scaled down BP\_TopDownCharacter to about 40cm, and made it use the N…

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## [\[Plugin\] AgenticLink - Direct Bridge for Agent-to-Unreal Interaction ](https://forums.unrealengine.com/t/plugin-agenticlink-direct-bridge-for-agent-to-unreal-interaction/2701576)

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**Author:** [@AgenticLink](https://forums.unrealengine.com/u/AgenticLink)\
**Replies:** 0\
**Last updated:** [February 22, 2026, 2:21pm UTC](https://forums.unrealengine.com/t/plugin-agenticlink-direct-bridge-for-agent-to-unreal-interaction/2701576 "2026-02-22T14:21:41Z")

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AgenticLink is a specialized bridge designed to facilitate direct interaction between external agents and the Unreal Engine environment. It provides a dedicated interface that allows agents to observe engine states and e…

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## [PCG Instanced Static Mesh not updating Nav Mesh](https://forums.unrealengine.com/t/pcg-instanced-static-mesh-not-updating-nav-mesh/2667327)

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**Author:** [@Fraps-971](https://forums.unrealengine.com/u/Fraps-971)\
**Replies:** 4\
**Last updated:** [February 19, 2026, 5:02am UTC](https://forums.unrealengine.com/t/pcg-instanced-static-mesh-not-updating-nav-mesh/2667327 "2026-02-19T05:02:29Z")

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Unreal engine 5.6.1 I have a PCG graph generating cubes supposed to affect the nav mesh, but it does not update the nav mesh, except for one bottom left corner. The mesh has can ever affect navigation and proper collisi…

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## [Is there a command AI Move As Close As Possible To Position?](https://forums.unrealengine.com/t/is-there-a-command-ai-move-as-close-as-possible-to-position/367611)

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**Author:** [@AlexDiru](https://forums.unrealengine.com/u/AlexDiru)\
**Replies:** 14\
**Last updated:** [February 1, 2026, 12:18am UTC](https://forums.unrealengine.com/t/is-there-a-command-ai-move-as-close-as-possible-to-position/367611 "2026-02-01T00:18:20Z")

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TL;DR: Is there a command AI Move As Close As Possible To Position? Which given a vector will move the AI to a reachable point on the NavMesh which minimises the distance between the actor and this input vector I’m writ…

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## [Jittering when AI reaches acceptance radius](https://forums.unrealengine.com/t/jittering-when-ai-reaches-acceptance-radius/2694763)

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**Author:** [@KMzuru](https://forums.unrealengine.com/u/KMzuru)\
**Replies:** 1\
**Last updated:** [January 27, 2026, 8:02am UTC](https://forums.unrealengine.com/t/jittering-when-ai-reaches-acceptance-radius/2694763 "2026-01-27T08:02:11Z")

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When the AI moveto reaches the acceptance radius it starts jittering like crazy. Seen in linked video. Think it happens due to it continuously trying to moveto when in the radius but I don’t know how to fix this as it ha…

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## [Major Ai Issues with Level Streaming](https://forums.unrealengine.com/t/major-ai-issues-with-level-streaming/1529293)

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**Author:** [@ConnorMinnsMedia](https://forums.unrealengine.com/u/ConnorMinnsMedia)\
**Replies:** 3\
**Last updated:** [January 1, 2026, 9:58pm UTC](https://forums.unrealengine.com/t/major-ai-issues-with-level-streaming/1529293 "2026-01-01T21:58:51Z")

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Hi, desperately need help / advice with some issues with Ai in regards to level streaming. Firstly - the navmesh issue, what is the proper way to implement the navmesh into a streamed level in Unreal 5 ? I’ve tried “reb…

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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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