# \#pathfinding

**URL:** https://forums.unrealengine.com/tag/pathfinding/327.md

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## [Pathfinding on a moving object / Local space pathfinding](https://forums.unrealengine.com/t/pathfinding-on-a-moving-object-local-space-pathfinding/302618)

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**Author:** [@Siretu](https://forums.unrealengine.com/u/Siretu)\
**Replies:** 14\
**Last updated:** [November 30, 2025, 8:34pm UTC](https://forums.unrealengine.com/t/pathfinding-on-a-moving-object-local-space-pathfinding/302618 "2025-11-30T20:34:55Z")

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So I’m looking to implement pathfinding on a moving object. Imagine a train or a ship or something like that. I implemented this in unity by transforming back and forth between local and world space when looking up where…

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## [3D ray cast and pathfinding in pure Verse](https://forums.unrealengine.com/t/3d-ray-cast-and-pathfinding-in-pure-verse/1237409)

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**Author:** [@eternalme](https://forums.unrealengine.com/u/eternalme)\
**Replies:** 7\
**Last updated:** [September 10, 2025, 5:55pm UTC](https://forums.unrealengine.com/t/3d-ray-cast-and-pathfinding-in-pure-verse/1237409 "2025-09-10T17:55:36Z")

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Here and there weekends project. For now uses box only custom colliders (3 in the middle). The red and green lines is visualization of the collision structure (octree). Yellow is the found path

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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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## [how does recast navigation work](https://forums.unrealengine.com/t/how-does-recast-navigation-work/2649341)

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**Author:** [@ahmedSaadi256](https://forums.unrealengine.com/u/ahmedSaadi256)\
**Replies:** 1\
**Last updated:** [August 21, 2025, 7:12pm UTC](https://forums.unrealengine.com/t/how-does-recast-navigation-work/2649341 "2025-08-21T19:12:15Z")

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hi devs, I’m trying to recreate the unreal engine navigation system in order to understand it and adapt it to my needs. can you help me understand how the recast navigation system works? and which pathfinding algorith…

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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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## [Navmesh pathfinding with slope and surface costs](https://forums.unrealengine.com/t/navmesh-pathfinding-with-slope-and-surface-costs/472202)

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**Author:** [@Thunderbeared](https://forums.unrealengine.com/u/Thunderbeared)\
**Replies:** 2\
**Last updated:** [May 30, 2025, 12:30pm UTC](https://forums.unrealengine.com/t/navmesh-pathfinding-with-slope-and-surface-costs/472202 "2025-05-30T12:30:08Z")

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I’d like to have a pathfinding: with slope costs so that AI prefers to move flat land before going to climb a hill (most important), with surface costs based on a landscape so AI wouldn’t walk into the swamp on their h…

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## [Move To works but not Find path to location Synchronously](https://forums.unrealengine.com/t/move-to-works-but-not-find-path-to-location-synchronously/451091)

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**Author:** [@Jau\_Studio](https://forums.unrealengine.com/u/Jau_Studio)\
**Replies:** 5\
**Last updated:** [April 21, 2025, 6:47am UTC](https://forums.unrealengine.com/t/move-to-works-but-not-find-path-to-location-synchronously/451091 "2025-04-21T06:47:08Z")

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Hello, It’s weird… I’m using UE4.22, I started this project from the top-down template. I want to check if the character will be able to move somewhere. The “move to” works fine but if I check with “Find path to locat…

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## [Modify pathfinding cost - DetourNavMeshQuery subclass](https://forums.unrealengine.com/t/modify-pathfinding-cost-detournavmeshquery-subclass/342472)

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**Author:** [@anonymous\_user\_d9f58e401](https://forums.unrealengine.com/u/anonymous_user_d9f58e401)\
**Replies:** 17\
**Last updated:** [April 18, 2025, 5:47pm UTC](https://forums.unrealengine.com/t/modify-pathfinding-cost-detournavmeshquery-subclass/342472 "2025-04-18T17:47:18Z")

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Hi, I want to modify the costs of the pathfinding algorithm of UE4. I’ve been looking at the source code and the costs are calculated in the DetourNavMeshQuery class. However, UE 4 doesn’t allow me to create a sublcass …

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## [What is the proper way to use Async Pathfinding?](https://forums.unrealengine.com/t/what-is-the-proper-way-to-use-async-pathfinding/467423)

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**Author:** [@anonymous\_user\_a3a170d9](https://forums.unrealengine.com/u/anonymous_user_a3a170d9)\
**Replies:** 3\
**Last updated:** [April 17, 2025, 3:55pm UTC](https://forums.unrealengine.com/t/what-is-the-proper-way-to-use-async-pathfinding/467423 "2025-04-17T15:55:08Z")

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I created a custom AI MoveTo node that uses the Async Path request instead of sync path requests. My current flow for using it is as follows: ExecuteTask is called and I call the function FindPathAsync to receive a ui…

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## [Move Player along Rail](https://forums.unrealengine.com/t/move-player-along-rail/312796)

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**Author:** [@Dark\_Jubei](https://forums.unrealengine.com/u/Dark_Jubei)\
**Replies:** 2\
**Last updated:** [March 16, 2025, 12:33am UTC](https://forums.unrealengine.com/t/move-player-along-rail/312796 "2025-03-16T00:33:08Z")

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Hello Folks! I’m currently developing a proposal for a unreal train simulator type game, I’m new to unreal so I’m not sure how to make the player character move along a rail/spline. I need to simply snap the character t…

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## [UE4 play a specific sound without directly imported from a file](https://forums.unrealengine.com/t/ue4-play-a-specific-sound-without-directly-imported-from-a-file/379435)

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**Author:** [@anonymous\_user\_c9178b46](https://forums.unrealengine.com/u/anonymous_user_c9178b46)\
**Replies:** 5\
**Last updated:** [February 28, 2025, 11:07am UTC](https://forums.unrealengine.com/t/ue4-play-a-specific-sound-without-directly-imported-from-a-file/379435 "2025-02-28T11:07:01Z")

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hello, I have a problem about importing a sound file, .wav file, to UE browser. The demand is that, when you click the button on the UI of a level, a window then will appeared, which can provide a series of options that …

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## [Implementation of A\* algorithm in unreal engine](https://forums.unrealengine.com/t/implementation-of-a-algorithm-in-unreal-engine/2284113)

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**Author:** [@Damien220](https://forums.unrealengine.com/u/Damien220)\
**Replies:** 2\
**Last updated:** [January 19, 2025, 4:19pm UTC](https://forums.unrealengine.com/t/implementation-of-a-algorithm-in-unreal-engine/2284113 "2025-01-19T16:19:33Z")

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Hey everyone, I would like to share with you my implementation of A\* algorithm for path finding in unreal engine. I used unreal engine 4.27 version. AStarUnreal I would really appreciate trying the project, and any c…

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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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## [3D Pathfinding (Voxel ?)](https://forums.unrealengine.com/t/3d-pathfinding-voxel/2278272)

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**Author:** [@Lyptus](https://forums.unrealengine.com/u/Lyptus)\
**Replies:** 0\
**Last updated:** [January 15, 2025, 1:08pm UTC](https://forums.unrealengine.com/t/3d-pathfinding-voxel/2278272 "2025-01-15T13:08:57Z")

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Hello there ! I’m currently working on an audio propagation system (for occlusion & spatialization) and I am in need for a kind of 3D navmesh system. I currently use a NavMesh & the Find Path to Location Synchronously n…

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## [\[UE\_4.4\]\[AI + Navmesh\] Using NavLinkProxy's smart and simple links - only simple seems to work?](https://forums.unrealengine.com/t/ue-4-4-ai-navmesh-using-navlinkproxys-smart-and-simple-links-only-simple-seems-to-work/292588)

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**Author:** [@anonymous\_user\_cf025a94](https://forums.unrealengine.com/u/anonymous_user_cf025a94)\
**Replies:** 5\
**Last updated:** [January 13, 2025, 10:56am UTC](https://forums.unrealengine.com/t/ue-4-4-ai-navmesh-using-navlinkproxys-smart-and-simple-links-only-simple-seems-to-work/292588 "2025-01-13T10:56:50Z")

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Hi, I’m experiencing problems while trying to use smart links in AI navigation. In my understanding Smart links are used for cases when you want to enable/disable them, opening up temp paths for AI to use, and turning …

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## [For some reason actor always includes NavMesh tile-joints in their path](https://forums.unrealengine.com/t/for-some-reason-actor-always-includes-navmesh-tile-joints-in-their-path/2237056)

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**Author:** [@Alpho](https://forums.unrealengine.com/u/Alpho)\
**Replies:** 0\
**Last updated:** [December 22, 2024, 3:11pm UTC](https://forums.unrealengine.com/t/for-some-reason-actor-always-includes-navmesh-tile-joints-in-their-path/2237056 "2024-12-22T15:11:31Z")

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This happens on some tile joints, not all of them, and even when it happens - only with specific direction or angle. Any time this happens - area is completely flat and accessible, no obstacles, no extra heights or po…

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## [How to know which assets are being loaded by async IO tasks?](https://forums.unrealengine.com/t/how-to-know-which-assets-are-being-loaded-by-async-io-tasks/2217075)

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**Author:** [@Giosialu](https://forums.unrealengine.com/u/Giosialu)\
**Replies:** 1\
**Last updated:** [December 13, 2024, 11:46am UTC](https://forums.unrealengine.com/t/how-to-know-which-assets-are-being-loaded-by-async-io-tasks/2217075 "2024-12-13T11:46:35Z")

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We’re having a weird issue with UNavigationSystemV1::OnWorldPostActorTick occasionally blocking the game thread until the current async pathfinding query completes… but it doesn’t even start for up to 50ms, since all of …

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## [Multiple Guard Spawners always choose same path together.](https://forums.unrealengine.com/t/multiple-guard-spawners-always-choose-same-path-together/2031501)

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**Author:** [@HootyTooty](https://forums.unrealengine.com/u/HootyTooty)\
**Replies:** 2\
**Last updated:** [September 21, 2024, 10:30pm UTC](https://forums.unrealengine.com/t/multiple-guard-spawners-always-choose-same-path-together/2031501 "2024-09-21T22:30:18Z")

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Summary I have several guard spawners and several ai patrol paths with the same order number. What i expect to happen is that each individual guard spawner chooses its own path at random since the path order number is t…

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## [Tips for custom pathfinding for a large world?](https://forums.unrealengine.com/t/tips-for-custom-pathfinding-for-a-large-world/2013103)

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**Author:** [@Supermatta321](https://forums.unrealengine.com/u/Supermatta321)\
**Replies:** 0\
**Last updated:** [September 9, 2024, 12:08pm UTC](https://forums.unrealengine.com/t/tips-for-custom-pathfinding-for-a-large-world/2013103 "2024-09-09T12:08:12Z")

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Hi, does anyone have suggestions for how to build a custom pathfinding algorithm for moving things on water, different islands and in the air for a large open world? Realise that this will be a relatively advanced algori…

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## [GetRandomReachablePointInRadius](https://forums.unrealengine.com/t/getrandomreachablepointinradius/380662)

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**Author:** [@MaxPower42](https://forums.unrealengine.com/u/MaxPower42)\
**Replies:** 18\
**Last updated:** [August 30, 2024, 9:00am UTC](https://forums.unrealengine.com/t/getrandomreachablepointinradius/380662 "2024-08-30T09:00:52Z")

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The function NavSystem-\>GetRandomReachablePointInRadius doesn’t always work as expected. It works fine for me, if I use very small radii around the origin. If I use a larger radius, I get unreachable locations. My level…

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## [Is there a Blueprint method to manually rebuild nav mesh?](https://forums.unrealengine.com/t/is-there-a-blueprint-method-to-manually-rebuild-nav-mesh/313540)

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**Author:** [@Stormrage256](https://forums.unrealengine.com/u/Stormrage256)\
**Replies:** 5\
**Last updated:** [August 15, 2024, 12:05pm UTC](https://forums.unrealengine.com/t/is-there-a-blueprint-method-to-manually-rebuild-nav-mesh/313540 "2024-08-15T12:05:51Z")

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Hi, I would like to know if there is any way to rebuild the nav mesh manually using some blueprint command. I know that I can enable runtime rebuild of nav mesh. But I just want the rebuild to happen only when I do somet…

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## [How to Make Lines Connected Point-to-Point from A to B?](https://forums.unrealengine.com/t/how-to-make-lines-connected-point-to-point-from-a-to-b/487310)

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**Author:** [@seto007](https://forums.unrealengine.com/u/seto007)\
**Replies:** 8\
**Last updated:** [June 5, 2024, 4:22am UTC](https://forums.unrealengine.com/t/how-to-make-lines-connected-point-to-point-from-a-to-b/487310 "2024-06-05T04:22:34Z")

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Unless you go for a special case, you’ve bitten off a chunk of what’s know as ‘the travelling salesman’ problem. People have written PHDs on the best way to do this.

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## [Move only along grid points](https://forums.unrealengine.com/t/move-only-along-grid-points/1149104)

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**Author:** [@poonjogger](https://forums.unrealengine.com/u/poonjogger)\
**Replies:** 4\
**Last updated:** [June 5, 2024, 3:06am UTC](https://forums.unrealengine.com/t/move-only-along-grid-points/1149104 "2024-06-05T03:06:24Z")

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Hello, I am trying to modify the behavior of the pathfinding that MoveToLocation uses, or replace it with something that will work. I would like the path to essentially snap to grid, (just like VectorSnappedToGrid) like…

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## [Get Path Length - Inconsistent Results](https://forums.unrealengine.com/t/get-path-length-inconsistent-results/285948)

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**Author:** [@Nemecys](https://forums.unrealengine.com/u/Nemecys)\
**Replies:** 8\
**Last updated:** [May 29, 2024, 8:56am UTC](https://forums.unrealengine.com/t/get-path-length-inconsistent-results/285948 "2024-05-29T08:56:49Z")

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Hi, Currently setting up a Behaviour tree and trying to put in a few IF’s or AND’s statements to try and control the AI’s behaviour, I am finding that the “Get Path Length” node is behaving slightly randomly and sometim…

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## [Set default cost for RecastNavMesh](https://forums.unrealengine.com/t/set-default-cost-for-recastnavmesh/1866118)

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**Author:** [@thedistantdreame](https://forums.unrealengine.com/u/thedistantdreame)\
**Replies:** 3\
**Last updated:** [May 21, 2024, 9:00pm UTC](https://forums.unrealengine.com/t/set-default-cost-for-recastnavmesh/1866118 "2024-05-21T21:00:46Z")

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Is it possible somehow to change default cost for RecastNavMesh? Where is setting to NavArea\_Default? I want it to be NavArea\_Obstacle by default. Where to dig? Thank you in advance!

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## [C++ : Access to Plugin Assets](https://forums.unrealengine.com/t/c-access-to-plugin-assets/439790)

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**Author:** [@evethir](https://forums.unrealengine.com/u/evethir)\
**Replies:** 4\
**Last updated:** [February 13, 2024, 4:53pm UTC](https://forums.unrealengine.com/t/c-access-to-plugin-assets/439790 "2024-02-13T16:53:38Z")

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Hi everybody I need to load an asset to my project in C++, this asset is stored in my plugin folder and I’m trying to figure out how to access to it in the same way as you can access the Content folder assests with the …

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## [How to detect actors blocking AI navigation or movement?](https://forums.unrealengine.com/t/how-to-detect-actors-blocking-ai-navigation-or-movement/432052)

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**Author:** [@anonymous\_user\_8c806efd1](https://forums.unrealengine.com/u/anonymous_user_8c806efd1)\
**Replies:** 2\
**Last updated:** [February 4, 2024, 4:34am UTC](https://forums.unrealengine.com/t/how-to-detect-actors-blocking-ai-navigation-or-movement/432052 "2024-02-04T04:34:07Z")

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I’ve got an AI setup using behaviour trees. I have the AI move to location and open doors when they overlap the door interaction range but this means every door they touch opens. I want the AI to only open doors if they …

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## [Make some characters ignore Nav Link Proxy](https://forums.unrealengine.com/t/make-some-characters-ignore-nav-link-proxy/350191)

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**Author:** [@TonoJimenez](https://forums.unrealengine.com/u/TonoJimenez)\
**Replies:** 3\
**Last updated:** [January 10, 2024, 3:54pm UTC](https://forums.unrealengine.com/t/make-some-characters-ignore-nav-link-proxy/350191 "2024-01-10T15:54:53Z")

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Hi, At the moment I’m working on a project with two different characters (one can jump the other can’t jump). I want to be able for the characters that are able to jump to follow the path with a Nav Link Proxy, and the …

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## [How to move Ai without Navmesh?](https://forums.unrealengine.com/t/how-to-move-ai-without-navmesh/483864)

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**Author:** [@Anonymous\_80a6c5fd13a5bb3f2cf2b0de25c81196](https://forums.unrealengine.com/u/Anonymous_80a6c5fd13a5bb3f2cf2b0de25c81196)\
**Replies:** 7\
**Last updated:** [January 1, 2024, 7:07am UTC](https://forums.unrealengine.com/t/how-to-move-ai-without-navmesh/483864 "2024-01-01T07:07:20Z")

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Hello, I’m making Procedural dungeon. so i can’t pre-define Navmesh volume. i have own A\* Pathfinding. so Pathfinding itself is no problem i think. (i can make Proper path points) only problem is my Ai won’t move alo…

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## [Get AI to avoid player character.](https://forums.unrealengine.com/t/get-ai-to-avoid-player-character/1457047)

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**Author:** [@TomcaT](https://forums.unrealengine.com/u/TomcaT)\
**Replies:** 0\
**Last updated:** [December 3, 2023, 11:53am UTC](https://forums.unrealengine.com/t/get-ai-to-avoid-player-character/1457047 "2023-12-03T11:53:38Z")

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I have just basic Detour Crowd AI controllers working on my enemies in my top down game. While they avoid other AI relatively fine they fail to avoid the player at all. The player just blocks them during the MoveTo task. …

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