# \#Behavior-Tree

**URL:** https://forums.unrealengine.com/tag/behavior-tree/225.md

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## [What does the blackboard decorator do exactly? (+help with my decorator if possible) ](https://forums.unrealengine.com/t/what-does-the-blackboard-decorator-do-exactly-help-with-my-decorator-if-possible/2850993)

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**Author:** [@LHopeBusiness](https://forums.unrealengine.com/u/LHopeBusiness)\
**Replies:** 3\
**Last updated:** [November 6, 2026, 4:43pm UTC](https://forums.unrealengine.com/t/what-does-the-blackboard-decorator-do-exactly-help-with-my-decorator-if-possible/2850993 "2026-11-06T16:43:04Z")

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I understand that it’s a case of “if this is that, do this” but for some reason mine is firing off either way. I have it linked to a float key that I set when a task is fired off. For some reason, it aborts the sequence …

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## [Enemy Ai takes a long time to switch between tasks (Beginner when it comes to behavior trees)](https://forums.unrealengine.com/t/enemy-ai-takes-a-long-time-to-switch-between-tasks-beginner-when-it-comes-to-behavior-trees/2743711)

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**Author:** [@ThisKidRghtHere](https://forums.unrealengine.com/u/ThisKidRghtHere)\
**Replies:** 2\
**Last updated:** [August 15, 2026, 1:40am UTC](https://forums.unrealengine.com/t/enemy-ai-takes-a-long-time-to-switch-between-tasks-beginner-when-it-comes-to-behavior-trees/2743711 "2026-08-15T01:40:48Z")

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Hello, I’m a bit new when it comes to working in unreal and recently I’ve been following this tutorial by Gorka Games on how to make a soul-like prototype. Currently Ive reached the part where I am working …

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## [Advanced Logging System - Plugin](https://forums.unrealengine.com/t/advanced-logging-system-plugin/2513455)

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**Author:** [@RTerofer](https://forums.unrealengine.com/u/RTerofer)\
**Replies:** 5\
**Last updated:** [August 13, 2026, 5:14pm UTC](https://forums.unrealengine.com/t/advanced-logging-system-plugin/2513455 "2026-08-13T17:14:37Z")

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Advanced Logging System Hello Unreal Engine Community. I am excited to finally launch this plugin. If you have any queries related to this plugin, please ask them here. The Advanced Logging System is a complete debuggin…

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## [Whats the best way to communicate between the character, behaviour tree and the animation blueprint?](https://forums.unrealengine.com/t/whats-the-best-way-to-communicate-between-the-character-behaviour-tree-and-the-animation-blueprint/465521)

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**Author:** [@EdBennett](https://forums.unrealengine.com/u/EdBennett)\
**Replies:** 4\
**Last updated:** [June 14, 2026, 6:49pm UTC](https://forums.unrealengine.com/t/whats-the-best-way-to-communicate-between-the-character-behaviour-tree-and-the-animation-blueprint/465521 "2026-06-14T18:49:18Z")

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Hi I’m studying setting up of character and I’m a little unsure what the best practices are for communicating between the character, behaviour tree and the animation blueprints. For example say I wanted to get the chara…

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## [AI Selector Node does not work](https://forums.unrealengine.com/t/ai-selector-node-does-not-work/2665192)

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**Author:** [@Suspiria901](https://forums.unrealengine.com/u/Suspiria901)\
**Replies:** 1\
**Last updated:** [June 2, 2026, 6:57pm UTC](https://forums.unrealengine.com/t/ai-selector-node-does-not-work/2665192 "2026-06-02T18:57:36Z")

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Hello, I’m trying to make a simple behaviour tree that will check if the AI can see an object of interest and move towards it’s location if seen. However I have an issue where in which my AI selector node will not execut…

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## [Does the Behavior tree work in multiplayer?](https://forums.unrealengine.com/t/does-the-behavior-tree-work-in-multiplayer/320412)

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**Author:** [@Gereksiz](https://forums.unrealengine.com/u/Gereksiz)\
**Replies:** 15\
**Last updated:** [May 5, 2026, 12:44pm UTC](https://forums.unrealengine.com/t/does-the-behavior-tree-work-in-multiplayer/320412 "2026-05-05T12:44:12Z")

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I’m doing an multiplayer based RTS game. Everything working on server but in client i can’t move characters. Client sees changes in server. After quick search in google i found move to location is not working in multipla…

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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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## [\[LFW PAID\] Cem Akkaya – Senior Technical Gameplay Designer (Systems, Combat & Feature Development)](https://forums.unrealengine.com/t/lfw-paid-cem-akkaya-senior-technical-gameplay-designer-systems-combat-feature-development/2702271)

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**Author:** [@RedGrimnir](https://forums.unrealengine.com/u/RedGrimnir)\
**Replies:** 2\
**Last updated:** [February 28, 2026, 6:11pm UTC](https://forums.unrealengine.com/t/lfw-paid-cem-akkaya-senior-technical-gameplay-designer-systems-combat-feature-development/2702271 "2026-02-28T18:11:15Z")

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Skillset(s): Senior Technical Gameplay Designer – Gameplay Systems, Combat Systems, Feature Development, Unreal Engine (C++ / Blueprints) 10+ years in the games industry across AAA and independent development. Gamepla…

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## [~\*~ Senior UE Developer & Creator ~\*~ Shipped Titles on Steam, EGS | 18 years Experience | Former Epic Games C++ Contractor](https://forums.unrealengine.com/t/senior-ue-developer-creator-shipped-titles-on-steam-egs-18-years-experience-former-epic-games-c-contractor/2575337)

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**Author:** [@VSZ](https://forums.unrealengine.com/u/VSZ)\
**Replies:** 5\
**Last updated:** [February 20, 2026, 8:00pm UTC](https://forums.unrealengine.com/t/senior-ue-developer-creator-shipped-titles-on-steam-egs-18-years-experience-former-epic-games-c-contractor/2575337 "2026-02-20T20:00:27Z")

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Greetings! I’m a Senior Unreal Engine Developer with shipped titles and a former Epic Games C++ Contractor with industry experience across Games, Editor Tooling and Virtual Production. For Indies: I can quickly create …

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## [Make AI continuously follow player (Behavior Tree)](https://forums.unrealengine.com/t/make-ai-continuously-follow-player-behavior-tree/433949)

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**Author:** [@redbox](https://forums.unrealengine.com/u/redbox)\
**Replies:** 17\
**Last updated:** [February 10, 2026, 8:34pm UTC](https://forums.unrealengine.com/t/make-ai-continuously-follow-player-behavior-tree/433949 "2026-02-10T20:34:44Z")

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Hello. I have an AI character, which should continuously follow player. His behavior tree looks like: Find player position Project it on navigation MoveTo that position. The problem - when player changes his positio…

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## [Patrol Location Vector Invalid](https://forums.unrealengine.com/t/patrol-location-vector-invalid/773575)

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**Author:** [@Phin\_The\_Platy](https://forums.unrealengine.com/u/Phin_The_Platy)\
**Replies:** 3\
**Last updated:** [February 2, 2026, 3:15pm UTC](https://forums.unrealengine.com/t/patrol-location-vector-invalid/773575 "2026-02-02T15:15:08Z")

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Okay so,long story short im making a behaviour tree for an enemy but it never goes in patrol; i doubt is a nav mesh problem cause in chase and attack he calmly steps upon the said nav mesh. But it doesn’t even consider t…

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## [stuck at attack in behavior tree](https://forums.unrealengine.com/t/stuck-at-attack-in-behavior-tree/2691647)

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**Author:** [@Itsfate399](https://forums.unrealengine.com/u/Itsfate399)\
**Replies:** 12\
**Last updated:** [January 13, 2026, 12:58am UTC](https://forums.unrealengine.com/t/stuck-at-attack-in-behavior-tree/2691647 "2026-01-13T00:58:56Z")

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i have a behavior tree running for my horse, now i setup in the behavior tree to chase a target if target is set, and to attack it if in attack range, now i have an issue where the behavior tree is stuck at attacking the…

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## [how to get AI/movement in space game to work properly ](https://forums.unrealengine.com/t/how-to-get-ai-movement-in-space-game-to-work-properly/2680101)

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**Author:** [@ratatattat99](https://forums.unrealengine.com/u/ratatattat99)\
**Replies:** 2\
**Last updated:** [December 1, 2025, 4:28pm UTC](https://forums.unrealengine.com/t/how-to-get-ai-movement-in-space-game-to-work-properly/2680101 "2025-12-01T16:28:54Z")

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hey ! im having a LOT of struggles trying to get this working, and neither Gemini3 pro ai nor the UE ai can help me with it as ive been over it dozens of times ive looked for resources and i cant find any because im str…

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## [What is Blackboard good for?](https://forums.unrealengine.com/t/what-is-blackboard-good-for/2676398)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 9\
**Last updated:** [November 19, 2025, 2:34pm UTC](https://forums.unrealengine.com/t/what-is-blackboard-good-for/2676398 "2025-11-19T14:34:55Z")

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It’s a pain to have to use the Blackboard when I want to reference values ​​from a Pawn or Controller in a Behavior Tree. Since the Controller, Pawn, and Behavior Tree are one-to-one relationships, it would be convenien…

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## [StateTree Observer Abort?](https://forums.unrealengine.com/t/statetree-observer-abort/2624428)

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**Author:** [@wilberolive](https://forums.unrealengine.com/u/wilberolive)\
**Replies:** 1\
**Last updated:** [October 10, 2025, 2:34pm UTC](https://forums.unrealengine.com/t/statetree-observer-abort/2624428 "2025-10-10T14:34:32Z")

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I have a Behavior Tree set up for my AI, which I’m rewriting as a StateTree so I can learn it and see what I like better. In a Behavior Tree, you have the Observer Abort option to abort other parts of the tree when a con…

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## [Behavior Tree Subtrees always fail](https://forums.unrealengine.com/t/behavior-tree-subtrees-always-fail/384334)

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**Author:** [@anonymous\_user\_da7553e4](https://forums.unrealengine.com/u/anonymous_user_da7553e4)\
**Replies:** 5\
**Last updated:** [October 1, 2025, 3:17pm UTC](https://forums.unrealengine.com/t/behavior-tree-subtrees-always-fail/384334 "2025-10-01T15:17:16Z")

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When using the ‘Run Behavior’ or ‘Run Dynamic Behavior’ in the behavior tree system, I find that these nodes continually fail without ever entering them. It’s completely mystifying. It doesn’t matter which I use, the tre…

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## [Ai Perception and Pathfinding debug](https://forums.unrealengine.com/t/ai-perception-and-pathfinding-debug/2653113)

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**Author:** [@ybenjamin0](https://forums.unrealengine.com/u/ybenjamin0)\
**Replies:** 8\
**Last updated:** [September 9, 2025, 12:19am UTC](https://forums.unrealengine.com/t/ai-perception-and-pathfinding-debug/2653113 "2025-09-09T00:19:57Z")

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hello, i need help to understand the ai perception and pathfinding in unreal. I made a behavior tree service for the enemy if the player is in certain ranges, either the enemy will shoot or melee attack. I’m trying to fi…

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## [AI Decorator simply not working](https://forums.unrealengine.com/t/ai-decorator-simply-not-working/2652864)

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**Author:** [@The\_Fig](https://forums.unrealengine.com/u/The_Fig)\
**Replies:** 0\
**Last updated:** [September 1, 2025, 5:38pm UTC](https://forums.unrealengine.com/t/ai-decorator-simply-not-working/2652864 "2025-09-01T17:38:26Z")

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quick question about the Decorator for the behavior tree, i have to be doing something really wrong because this has been giving me a ton of trouble. super simple I’m just seeing if the actor has a gameplay tag and to ru…

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## [キャラ切り替え後、非操作キャラのAI追従が止まる ](https://forums.unrealengine.com/t/ai/2640904)

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**Author:** [@kz792](https://forums.unrealengine.com/u/kz792)\
**Replies:** 2\
**Last updated:** [August 14, 2025, 5:31pm UTC](https://forums.unrealengine.com/t/ai/2640904 "2025-08-14T17:31:10Z")

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こんにちは。 現在、UE5で2体のキャラクター間で操作を切り替えられる仕組みを作っています。 どちらのキャラも、非操作時はAIとしてもう一方のキャラを追従するようにしています。 AI追従の実装には以下を使用しています： Behaviour Tree と BlackBoard BP\_AIController NavMeshBoundsVolume を利用したナビゲーション 移動モーションは GameAnimationSampl…

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## [Move To doesn't work(Behavior Tree)](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256)

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**Author:** [@BoxonDaSavage11](https://forums.unrealengine.com/u/BoxonDaSavage11)\
**Replies:** 19\
**Last updated:** [August 13, 2025, 4:30pm UTC](https://forums.unrealengine.com/t/move-to-doesnt-work-behavior-tree/2640256 "2025-08-13T16:30:19Z")

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What am tying to do is when the player knocks on the door the AI character goes to the door and opens it. I’m doing this using behavior-tree. But I’m stuck on the first step making the character even move to the door. T…

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## [Combining Learning Agents with Behavior Tree ? ](https://forums.unrealengine.com/t/combining-learning-agents-with-behavior-tree/2530347)

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**Author:** [@Hoie](https://forums.unrealengine.com/u/Hoie)\
**Replies:** 4\
**Last updated:** [July 31, 2025, 1:51pm UTC](https://forums.unrealengine.com/t/combining-learning-agents-with-behavior-tree/2530347 "2025-07-31T13:51:30Z")

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Hello. I’m a student working on an Action RPG game. I’m entirely new in LA, and I just have completed following example. Unreal Engine 5.4: Learning Agents for Character (Part 1) I want to implement the boss’s actions…

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## [\[UE5.6\] Allow StateTree Groups to have a Selection Behaviour](https://forums.unrealengine.com/t/ue5-6-allow-statetree-groups-to-have-a-selection-behaviour/2623082)

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**Author:** [@wilberolive](https://forums.unrealengine.com/u/wilberolive)\
**Replies:** 0\
**Last updated:** [July 29, 2025, 11:17pm UTC](https://forums.unrealengine.com/t/ue5-6-allow-statetree-groups-to-have-a-selection-behaviour/2623082 "2025-07-29T23:17:46Z")

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Can you please allow a Selection Behavior to be chosen for StateTree Groups. At the moment in UE5.6, when changing a State into a Group, the Selection Behavior dropdown disappears. This essentially makes groups useless. …

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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 interrupt a Behavior Tree's processing?](https://forums.unrealengine.com/t/how-to-interrupt-a-behavior-trees-processing/2587691)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 6\
**Last updated:** [July 3, 2025, 2:22pm UTC](https://forums.unrealengine.com/t/how-to-interrupt-a-behavior-trees-processing/2587691 "2025-07-03T14:22:03Z")

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Sorry for the beginner question. I’m trying to make a simple AI that will shoot when an enemy is in range and stop when it’s out of range. But the shooting doesn’t stop even if the enemy moves out of range. I tried dec…

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## [How to “FindPathToActorSynchronously” around “dynamic” characters/actors?](https://forums.unrealengine.com/t/how-to-findpathtoactorsynchronously-around-dynamic-characters-actors/2557507)

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**Author:** [@MythoByteWorks](https://forums.unrealengine.com/u/MythoByteWorks)\
**Replies:** 0\
**Last updated:** [June 15, 2025, 12:07am UTC](https://forums.unrealengine.com/t/how-to-findpathtoactorsynchronously-around-dynamic-characters-actors/2557507 "2025-06-15T00:07:24Z")

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Hey, how can my NPC find a path around “dynamic” characters/actors with the “FindPathToActorSynchronously” function? What do I need do configure or set?

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## [BehaviorTree's MoveTo-Task fails when Target-Actor stops moving.](https://forums.unrealengine.com/t/behaviortrees-moveto-task-fails-when-target-actor-stops-moving/2553780)

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**Author:** [@MythoByteWorks](https://forums.unrealengine.com/u/MythoByteWorks)\
**Replies:** 4\
**Last updated:** [June 13, 2025, 8:16am UTC](https://forums.unrealengine.com/t/behaviortrees-moveto-task-fails-when-target-actor-stops-moving/2553780 "2025-06-13T08:16:40Z")

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Hey, I am testing soime BT functionallities right now on one of my NPCs in my project. Somehow the MoveTo-Task randomly fails, well, not exactly randomly… but everytime the Target-Actor (in my case the Player’s BP-Actor…

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## [Is this a UE Behavior Tree Bug or Am I Using a Weird Method?](https://forums.unrealengine.com/t/is-this-a-ue-behavior-tree-bug-or-am-i-using-a-weird-method/2552322)

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**Author:** [@Black\_Dog](https://forums.unrealengine.com/u/Black_Dog)\
**Replies:** 0\
**Last updated:** [June 12, 2025, 3:13am UTC](https://forums.unrealengine.com/t/is-this-a-ue-behavior-tree-bug-or-am-i-using-a-weird-method/2552322 "2025-06-12T03:13:36Z")

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​​Is this a UE Bug or Am I Using a Weird Method?​​ I have a ​​Behavior Tree A used for combat logic and ​​Behavior Tree B for idle logic. My goal is to ​​prevent interrupting an attack montage​​ when a BTTask is aborte…

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## [BTTask NodeMemory?](https://forums.unrealengine.com/t/bttask-nodememory/307078)

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**Author:** [@mirsabayu](https://forums.unrealengine.com/u/mirsabayu)\
**Replies:** 5\
**Last updated:** [June 12, 2025, 2:38am UTC](https://forums.unrealengine.com/t/bttask-nodememory/307078 "2025-06-12T02:38:48Z")

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what is the purpose of “NodeMemory” parameters in the BTTask, i know that it was for cache a data, but for what?? had some connection with FMessageObserver? or what?? please anyone kindly can explain it to me, jjejejeje

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## [Efficiently Running Dynamic Behavior on an NPC ](https://forums.unrealengine.com/t/efficiently-running-dynamic-behavior-on-an-npc/2550369)

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**Author:** [@Lohith\_LOKI](https://forums.unrealengine.com/u/Lohith_LOKI)\
**Replies:** 1\
**Last updated:** [June 10, 2025, 7:47pm UTC](https://forums.unrealengine.com/t/efficiently-running-dynamic-behavior-on-an-npc/2550369 "2025-06-10T19:47:31Z")

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Hello, I need some guidance on the best approach to efficiently run dynamic behaviors on an NPC. Requirement: As part of my game’s design, the NPC follows a predefined path, moving from one waypoint to another. At each…

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## [Behavior Tree stuck on Wait task](https://forums.unrealengine.com/t/behavior-tree-stuck-on-wait-task/1210616)

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**Author:** [@Blieve144](https://forums.unrealengine.com/u/Blieve144)\
**Replies:** 6\
**Last updated:** [June 9, 2025, 7:20pm UTC](https://forums.unrealengine.com/t/behavior-tree-stuck-on-wait-task/1210616 "2025-06-09T19:20:53Z")

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my behavoir tree always runs the wait task infinitely and i cant seem to find the reason why . i have checked other treads of this kind and they didi help. im not sure how to fix this issue, i am using UE 5.1

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