# \#aicontroller

**URL:** https://forums.unrealengine.com/tag/aicontroller/3227.md

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## [Character are jittery when using DetourCrowd vs AIController](https://forums.unrealengine.com/t/character-are-jittery-when-using-detourcrowd-vs-aicontroller/476146)

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**Author:** [@Gnimmel](https://forums.unrealengine.com/u/Gnimmel)\
**Replies:** 6\
**Last updated:** [May 30, 2026, 6:37am UTC](https://forums.unrealengine.com/t/character-are-jittery-when-using-detourcrowd-vs-aicontroller/476146 "2026-05-30T06:37:46Z")

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I’m trying to get some AI characters chasing after the player, but I’m not having much luck getting this to look good. I don’t think it makes too much of a difference, but I’m using C++ not blueprints. If I use the AIC…

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## [AI Controller disregards character deceleration](https://forums.unrealengine.com/t/ai-controller-disregards-character-deceleration/336892)

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**Author:** [@anonymous\_user\_753bceeb](https://forums.unrealengine.com/u/anonymous_user_753bceeb)\
**Replies:** 15\
**Last updated:** [March 3, 2025, 1:51pm UTC](https://forums.unrealengine.com/t/ai-controller-disregards-character-deceleration/336892 "2025-03-03T13:51:03Z")

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Hi there, For navmesh using AI pawns, I can’t seem to be able to get them to obey CharacterMovementComponent deceleration and breaking parameters. Movement obeys acceleration parameters (slowly speeds up), but comes to …

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## [Character using AIController's MoveToActor not taking a straight line path](https://forums.unrealengine.com/t/character-using-aicontrollers-movetoactor-not-taking-a-straight-line-path/2068729)

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**Author:** [@dsanders](https://forums.unrealengine.com/u/dsanders)\
**Replies:** 9\
**Last updated:** [November 30, 2024, 3:12am UTC](https://forums.unrealengine.com/t/character-using-aicontrollers-movetoactor-not-taking-a-straight-line-path/2068729 "2024-11-30T03:12:02Z")

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I’m trying to get a Character to move to a goal actor on a navmesh, using the MoveToActor function in AIController to move the character. At the start and end of the character’s movement, the character moves to the side,…

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## [I've Casted to An AI Character's parent, "Cast to Character." What is the object reference for that?](https://forums.unrealengine.com/t/ive-casted-to-an-ai-characters-parent-cast-to-character-what-is-the-object-reference-for-that/2122344)

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**Author:** [@Maximum.Dino](https://forums.unrealengine.com/u/Maximum.Dino)\
**Replies:** 8\
**Last updated:** [November 14, 2024, 1:54pm UTC](https://forums.unrealengine.com/t/ive-casted-to-an-ai-characters-parent-cast-to-character-what-is-the-object-reference-for-that/2122344 "2024-11-14T13:54:22Z")

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I need to cast to an AI Character. It’s parent class/object is “Character.” Now, it says it’s valid for the character to cast to the Ai Character, but I have no idea what to use for the object reference for the “Cast to …

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## [Why Actor with AiController needs distinction between "Placed in World" and "Spawned"](https://forums.unrealengine.com/t/why-actor-with-aicontroller-needs-distinction-between-placed-in-world-and-spawned/1872907)

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**Author:** [@OppaAi](https://forums.unrealengine.com/u/OppaAi)\
**Replies:** 0\
**Last updated:** [May 25, 2024, 7:34pm UTC](https://forums.unrealengine.com/t/why-actor-with-aicontroller-needs-distinction-between-placed-in-world-and-spawned/1872907 "2024-05-25T19:34:28Z")

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Hello, my question refers to the conceptional aspect between setting the Auto Posess AI property of an Actor with AiController (in other words a NPC-Actor) to Place in World and Spawned. To be more precise, I need to und…

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## [AI architecture](https://forums.unrealengine.com/t/ai-architecture/1751368)

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**Author:** [@Arsolio](https://forums.unrealengine.com/u/Arsolio)\
**Replies:** 1\
**Last updated:** [March 14, 2024, 12:20pm UTC](https://forums.unrealengine.com/t/ai-architecture/1751368 "2024-03-14T12:20:47Z")

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Good day friends! I have a question for you. I’m going through smart AI tutorial https://www.youtube.com/playlist?list=PLNwKK6OwH7eW1n49TW6-FmiZhqRn97cRy and struggle with different issues. In the tutorial guy use state…

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## [Upgrade 5.1 to 5.2 AAIController MapCheck Warning unable to Remove UDEPRECATED\_PawnActionsComponent](https://forums.unrealengine.com/t/upgrade-5-1-to-5-2-aaicontroller-mapcheck-warning-unable-to-remove-udeprecated-pawnactionscomponent/1286630)

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**Author:** [@somaweb](https://forums.unrealengine.com/u/somaweb)\
**Replies:** 1\
**Last updated:** [September 26, 2023, 3:18pm UTC](https://forums.unrealengine.com/t/upgrade-5-1-to-5-2-aaicontroller-mapcheck-warning-unable-to-remove-udeprecated-pawnactionscomponent/1286630 "2023-09-26T15:18:28Z")

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Hi there, we just updated to 5.2.1 an have an Issue with the AAIController. We do an automated MapCheck with all our Asstes in a Map and do get the following Warning: LogBlueprint: Warning: \[AssetLog\] D:\\UEProjects\\chr…

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## [How to initialize a C++ Blackboard](https://forums.unrealengine.com/t/how-to-initialize-a-c-blackboard/380745)

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**Author:** [@Kabe](https://forums.unrealengine.com/u/Kabe)\
**Replies:** 3\
**Last updated:** [June 29, 2023, 10:56pm UTC](https://forums.unrealengine.com/t/how-to-initialize-a-c-blackboard/380745 "2023-06-29T22:56:59Z")

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I am building an C++ based AIController, and I would like to use the Blackboard but not linked with a BehaviorTree. So, on the constructor of the controller I create the blackboard: BlackboardComponent = CreateDefaultS…

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## [UE 5.1.1 AIController Tick stop working](https://forums.unrealengine.com/t/ue-5-1-1-aicontroller-tick-stop-working/1139433)

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**Author:** [@RedHawk006](https://forums.unrealengine.com/u/RedHawk006)\
**Replies:** 0\
**Last updated:** [April 24, 2023, 3:13pm UTC](https://forums.unrealengine.com/t/ue-5-1-1-aicontroller-tick-stop-working/1139433 "2023-04-24T15:13:04Z")

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Hello everyone. I have a problem with my Tick function inside the C++ AIController. It was working correctly, then suddenly its stopped and I don’t know why. The Tick function is not doing anything, even a log is not p…

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## [AI Character: No owning connection](https://forums.unrealengine.com/t/ai-character-no-owning-connection/414237)

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**Author:** [@Napoleonite](https://forums.unrealengine.com/u/Napoleonite)\
**Replies:** 5\
**Last updated:** [February 11, 2023, 3:25pm UTC](https://forums.unrealengine.com/t/ai-character-no-owning-connection/414237 "2023-02-11T15:25:07Z")

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When calling a server RPC on a character that is controlled by an AIController (like an RTS unit) will throw the following warning: LogNet: Warning: UIpNetDriver::ProcessRemoteFunction: No owning connection for actor …

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## [Changing AI controller for actor?](https://forums.unrealengine.com/t/changing-ai-controller-for-actor/747283)

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**Author:** [@Xvixicho](https://forums.unrealengine.com/u/Xvixicho)\
**Replies:** 2\
**Last updated:** [January 11, 2023, 8:52pm UTC](https://forums.unrealengine.com/t/changing-ai-controller-for-actor/747283 "2023-01-11T20:52:37Z")

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Hello everyone! So I am doing this small NPC project, where I need to change the AI controller of NPC. I used “Set AI Controller” to set it on “Event BeginPlay” and spawned the default controller, but that doesn’t work…

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## [How do I get my AI Character to Aim Up at the waist, rather than tip it's whole mesh body into the air and float](https://forums.unrealengine.com/t/how-do-i-get-my-ai-character-to-aim-up-at-the-waist-rather-than-tip-its-whole-mesh-body-into-the-air-and-float/383472)

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**Author:** [@Unisink2020](https://forums.unrealengine.com/u/Unisink2020)\
**Replies:** 4\
**Last updated:** [December 10, 2022, 3:44am UTC](https://forums.unrealengine.com/t/how-do-i-get-my-ai-character-to-aim-up-at-the-waist-rather-than-tip-its-whole-mesh-body-into-the-air-and-float/383472 "2022-12-10T03:44:11Z")

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I need to make it look less like A and more like B in this diagram. I got my character to finally aim at a target and fire by using a SetFocus node connected to the AIController and checked the boxes in the AIController …

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## [Missing DetourCrowdAIController in C++](https://forums.unrealengine.com/t/missing-detourcrowdaicontroller-in-c/474481)

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**Author:** [@SASCommando](https://forums.unrealengine.com/u/SASCommando)\
**Replies:** 5\
**Last updated:** [July 25, 2022, 5:18pm UTC](https://forums.unrealengine.com/t/missing-detourcrowdaicontroller-in-c/474481 "2022-07-25T17:18:57Z")

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I am trying to create an AI Controller in C++ but I want to inherit from DetourCrowd instead of the standard AIController. When I look for DetourCrowdAIController out of all classes in the Unreal Editor only AIControlle…

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## [How to get AIController from pawn](https://forums.unrealengine.com/t/how-to-get-aicontroller-from-pawn/284959)

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**Author:** [@anonymous\_user\_69853c21](https://forums.unrealengine.com/u/anonymous_user_69853c21)\
**Replies:** 15\
**Last updated:** [July 1, 2022, 3:28pm UTC](https://forums.unrealengine.com/t/how-to-get-aicontroller-from-pawn/284959 "2022-07-01T15:28:48Z")

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Hello. I spawned a character. Now I want to use MoveToLocation node and it requires AIController. But I can’t see any way to get it from my character.

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## [AI Controller spawned by AutoPossessAi doesn't possess the character](https://forums.unrealengine.com/t/ai-controller-spawned-by-autopossessai-doesnt-possess-the-character/484932)

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**Author:** [@JackxBlack](https://forums.unrealengine.com/u/JackxBlack)\
**Replies:** 4\
**Last updated:** [June 16, 2021, 7:27am UTC](https://forums.unrealengine.com/t/ai-controller-spawned-by-autopossessai-doesnt-possess-the-character/484932 "2021-06-16T07:27:32Z")

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Hello, I’ve recently ran into an issue where my AI Controller doesn’t possess it’s pawn. The controller itself is spawned by using the AutoPossessAI set to Placed in World or Spawned. It does spawn correctly, but just f…

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## [How to implement Custom Movement Functionality in Pawns](https://forums.unrealengine.com/t/how-to-implement-custom-movement-functionality-in-pawns/484264)

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**Author:** [@22u\_79](https://forums.unrealengine.com/u/22u_79)\
**Replies:** 7\
**Last updated:** [June 5, 2021, 3:30pm UTC](https://forums.unrealengine.com/t/how-to-implement-custom-movement-functionality-in-pawns/484264 "2021-06-05T15:30:48Z")

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Hi, I am currently working on a project for which I want to use a custom MovementComponent. At the end I would like to have a Pawn, that can be controlled by an AIController and that has custom Movement functionality. T…

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## [8 Way Character Movement with AIController and WASD](https://forums.unrealengine.com/t/8-way-character-movement-with-aicontroller-and-wasd/476557)

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**Author:** [@Nasti\_N8](https://forums.unrealengine.com/u/Nasti_N8)\
**Replies:** 2\
**Last updated:** [February 11, 2021, 3:13am UTC](https://forums.unrealengine.com/t/8-way-character-movement-with-aicontroller-and-wasd/476557 "2021-02-11T03:13:27Z")

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I’m making a click to move adventure and I want to be able to support WASD movement as well. This involves using an AIController to utilize pathfinding and replicate the pawn’s movement. The method below works pretty wel…

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## [Using behaviorTree vs coding in AIController](https://forums.unrealengine.com/t/using-behaviortree-vs-coding-in-aicontroller/477897)

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**Author:** [@11Mdp](https://forums.unrealengine.com/u/11Mdp)\
**Replies:** 1\
**Last updated:** [February 3, 2021, 2:19am UTC](https://forums.unrealengine.com/t/using-behaviortree-vs-coding-in-aicontroller/477897 "2021-02-03T02:19:17Z")

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Hello everyone! I started studying BevahiorTrees and BlackBoards, and I can’t wrap my head around something. Are they suggested for some reason? Can’t I do the same things with code inside the AIController? I recogniz…

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## [Change AI senses for different units](https://forums.unrealengine.com/t/change-ai-senses-for-different-units/473272)

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**Author:** [@Exelim](https://forums.unrealengine.com/u/Exelim)\
**Replies:** 0\
**Last updated:** [October 21, 2020, 7:29pm UTC](https://forums.unrealengine.com/t/change-ai-senses-for-different-units/473272 "2020-10-21T19:29:23Z")

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Hello, Im trying to add an AI into my game and I have a question. I have a siple BT where AI either idling or chasing player if it’s in range and in sight. I’ve created AI controller BP and addded AI Perception component…

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## [What's the proper way to start/stop an AI character?](https://forums.unrealengine.com/t/whats-the-proper-way-to-start-stop-an-ai-character/472826)

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**Author:** [@Unisink2020](https://forums.unrealengine.com/u/Unisink2020)\
**Replies:** 0\
**Last updated:** [October 12, 2020, 6:28pm UTC](https://forums.unrealengine.com/t/whats-the-proper-way-to-start-stop-an-ai-character/472826 "2020-10-12T18:28:43Z")

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The setup in the image below kinda works, but the “get all actors of class” is going to cause havoc once I add multiple of the same characters. Also, I tried like hell to use stop/start logic nodes but they didn’t do any…

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## [AI Controller can it be used to run more than one AI Task](https://forums.unrealengine.com/t/ai-controller-can-it-be-used-to-run-more-than-one-ai-task/467585)

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**Author:** [@gamebro2222](https://forums.unrealengine.com/u/gamebro2222)\
**Replies:** 0\
**Last updated:** [July 3, 2020, 3:06am UTC](https://forums.unrealengine.com/t/ai-controller-can-it-be-used-to-run-more-than-one-ai-task/467585 "2020-07-03T03:06:06Z")

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The AIController can it be used to have an AI run multiple tasks or layered/stacked tasks? I’m used to creating layered tasks in state machines in none UE4 AI systems. Example Task\_AttackTarget could have a state m…

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## [Spacing enemies while using DetourCrowdAIController](https://forums.unrealengine.com/t/spacing-enemies-while-using-detourcrowdaicontroller/467490)

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**Author:** [@Avengar](https://forums.unrealengine.com/u/Avengar)\
**Replies:** 0\
**Last updated:** [July 1, 2020, 6:30am UTC](https://forums.unrealengine.com/t/spacing-enemies-while-using-detourcrowdaicontroller/467490 "2020-07-01T06:30:03Z")

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Hello there! I’ve started some experiments with DetourCrowdAIController. After some research and testing I am almost happy with results except for one thing. Enemies are pileing too much and then spreading around. …

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## [AI Navigation worked but now is not working](https://forums.unrealengine.com/t/ai-navigation-worked-but-now-is-not-working/465779)

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**Author:** [@marxflamingleo](https://forums.unrealengine.com/u/marxflamingleo)\
**Replies:** 1\
**Last updated:** [May 26, 2020, 7:50pm UTC](https://forums.unrealengine.com/t/ai-navigation-worked-but-now-is-not-working/465779 "2020-05-26T19:50:19Z")

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Hi, I’m really stuck here. I’ve already done the following tutorial and made it work for me before But now I’ve realized, after working on other aspects of my game, it doesn’t work anymore. I’ve tried oth…

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## [AI Controller stops following character](https://forums.unrealengine.com/t/ai-controller-stops-following-character/461937)

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**Author:** [@Gnimmel](https://forums.unrealengine.com/u/Gnimmel)\
**Replies:** 2\
**Last updated:** [March 1, 2020, 4:50pm UTC](https://forums.unrealengine.com/t/ai-controller-stops-following-character/461937 "2020-03-01T16:50:26Z")

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I’m slowly working on a third person action RPG style game and I’ve just started looking at AI. So far I have an enemy class that inherits from ACharacter and to get things started I wrote a simple function to make the …

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## [AI Stops moving after some time in Behavior Tree](https://forums.unrealengine.com/t/ai-stops-moving-after-some-time-in-behavior-tree/458286)

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**Author:** [@f00d4tehg0dz](https://forums.unrealengine.com/u/f00d4tehg0dz)\
**Replies:** 0\
**Last updated:** [November 11, 2019, 4:20pm UTC](https://forums.unrealengine.com/t/ai-stops-moving-after-some-time-in-behavior-tree/458286 "2019-11-11T16:20:04Z")

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In the \[linked Video here\]\[1\] , you can see that the Yeti is still moving normally, but the dogs stop moving over time. Essentially never activating even though the skier moves near it. I have an older backup of this pro…

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## [Ai colliding with each other and stopping or sliding when using detour crowd ai controller](https://forums.unrealengine.com/t/ai-colliding-with-each-other-and-stopping-or-sliding-when-using-detour-crowd-ai-controller/448947)

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**Author:** [@Prab\_1](https://forums.unrealengine.com/u/Prab_1)\
**Replies:** 2\
**Last updated:** [September 24, 2019, 3:39am UTC](https://forums.unrealengine.com/t/ai-colliding-with-each-other-and-stopping-or-sliding-when-using-detour-crowd-ai-controller/448947 "2019-09-24T03:39:11Z")

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when ai comes in front of other ai character they start to slide or stay where they are and rotating in place.I am using detour crowd ai controller… \[link text\]\[2\]

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## [Using Given AI Perception from AIController but Not Quite Wokring](https://forums.unrealengine.com/t/using-given-ai-perception-from-aicontroller-but-not-quite-wokring/455113)

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**Author:** [@BBAGWANG](https://forums.unrealengine.com/u/BBAGWANG)\
**Replies:** 1\
**Last updated:** [September 10, 2019, 5:26am UTC](https://forums.unrealengine.com/t/using-given-ai-perception-from-aicontroller-but-not-quite-wokring/455113 "2019-09-10T05:26:18Z")

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I found that AIController Class already had AIPerceptionComponent named PerceptionComponent. So I use this code ANPC\_AIController::ANPC\_AIController() { PerceptionComponent = CreateOptionalDefaultSubobject\<…

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## [Physics differences between PlayerController and AIController](https://forums.unrealengine.com/t/physics-differences-between-playercontroller-and-aicontroller/455039)

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**Author:** [@zghenzi](https://forums.unrealengine.com/u/zghenzi)\
**Replies:** 2\
**Last updated:** [September 9, 2019, 5:24pm UTC](https://forums.unrealengine.com/t/physics-differences-between-playercontroller-and-aicontroller/455039 "2019-09-09T17:24:29Z")

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Controller should have nothing to do with it, but collision configuration:

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## [Ownership/Role issue on possession switch (player-\>AI) in networked game](https://forums.unrealengine.com/t/ownership-role-issue-on-possession-switch-player-ai-in-networked-game/442029)

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**Author:** [@Shempii](https://forums.unrealengine.com/u/Shempii)\
**Replies:** 2\
**Last updated:** [August 22, 2019, 9:55pm UTC](https://forums.unrealengine.com/t/ownership-role-issue-on-possession-switch-player-ai-in-networked-game/442029 "2019-08-22T21:55:28Z")

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My team and I have encountered a very specific bug that has to do with switching pawn possession with a playercontroller and an AIcontroller in a networked game. Our case: During a networked game, we allow a player to b…

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## [How do I make an AIController control only a pawn at once?](https://forums.unrealengine.com/t/how-do-i-make-an-aicontroller-control-only-a-pawn-at-once/453258)

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**Author:** [@anonymous\_user\_ce888f58](https://forums.unrealengine.com/u/anonymous_user_ce888f58)\
**Replies:** 1\
**Last updated:** [August 2, 2019, 7:09pm UTC](https://forums.unrealengine.com/t/how-do-i-make-an-aicontroller-control-only-a-pawn-at-once/453258 "2019-08-02T19:09:37Z")

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Hello guys, I’m making a singleplayer board game in which you play against 5 AIPlayers. My question is, how can i manage to implement the change of turn between the AI Players? Example: It was AIPlayer 1 turn and now i w…

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