# \#task

**URL:** https://forums.unrealengine.com/tag/task/5875.md

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## [自分自身に実装したインタフェースが、ゲーム中に有効にならない事は起こりえるのでしょうか。](https://forums.unrealengine.com/t/topic/2127469)

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**Author:** [@vorei](https://forums.unrealengine.com/u/vorei)\
**Replies:** 1\
**Last updated:** [November 16, 2024, 9:35am UTC](https://forums.unrealengine.com/t/topic/2127469 "2024-11-16T09:35:43Z")

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こちらの動画を参考に、エネミーが決められた地点を巡回するAIを作ろうとしています。 しかし、動画内9:35~からのインタフェース実装の部分で、「AIが有効化されているエネミーに対象のインタフェースが実装されているか」のIsvalidが通過せず、原因を探っていました。 エネミー側のBPで、ゲーム開始時にインタフェースが有効になっているかstringで確認したところ、結果はIs Not Valid になりまし…

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## [Multithreading and Performance in Unreal](https://forums.unrealengine.com/t/multithreading-and-performance-in-unreal/1216417)

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**Author:** [@Ayliroe](https://forums.unrealengine.com/u/Ayliroe)\
**Replies:** 14\
**Last updated:** [October 26, 2024, 5:40pm UTC](https://forums.unrealengine.com/t/multithreading-and-performance-in-unreal/1216417 "2024-10-26T17:40:17Z")

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There’s a criminal lack of condensed documentation on how to implement actually useful multithreading in Unreal, and also a general difficulty to find a good overview of practices that lead to performant code, so here’s …

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## [Task wait delay never finishing](https://forums.unrealengine.com/t/task-wait-delay-never-finishing/431719)

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**Author:** [@Numisi](https://forums.unrealengine.com/u/Numisi)\
**Replies:** 8\
**Last updated:** [May 25, 2024, 3:45pm UTC](https://forums.unrealengine.com/t/task-wait-delay-never-finishing/431719 "2024-05-25T15:45:39Z")

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Hello everyone! I started yesterday using behaviour trees, after watching a good deal of tutorials. All looks neat and functional but I have had an inexplicable problem: making custom tasks, the “Task Wait Delay” node n…

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## [State Tree Delay Task not working](https://forums.unrealengine.com/t/state-tree-delay-task-not-working/1369359)

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**Author:** [@LuisMini](https://forums.unrealengine.com/u/LuisMini)\
**Replies:** 3\
**Last updated:** [May 14, 2024, 4:23pm UTC](https://forums.unrealengine.com/t/state-tree-delay-task-not-working/1369359 "2024-05-14T16:23:05Z")

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Hello, I’ve recently started messing around with State Trees, I was trying to implement a common example I’ve done many times with BTs which consists in: Agent Finds random position Agent moves to the found position Ag…

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## [Parallel Execution in Behavior Tree](https://forums.unrealengine.com/t/parallel-execution-in-behavior-tree/340740)

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**Author:** [@anonymous\_user\_4030fea0](https://forums.unrealengine.com/u/anonymous_user_4030fea0)\
**Replies:** 17\
**Last updated:** [March 25, 2024, 11:25pm UTC](https://forums.unrealengine.com/t/parallel-execution-in-behavior-tree/340740 "2024-03-25T23:25:29Z")

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Hi guys I am creating a simple behavior for a cannon. The desired behavior is: Aim the cannon at the player, and simultaneously Fire and Reload on cool down. I currently have the following Behavior Tree implemented: …

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## [With behavior tree, how to execute a task only once ?](https://forums.unrealengine.com/t/with-behavior-tree-how-to-execute-a-task-only-once/1379695)

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**Author:** [@imagineer](https://forums.unrealengine.com/u/imagineer)\
**Replies:** 2\
**Last updated:** [November 11, 2023, 8:49pm UTC](https://forums.unrealengine.com/t/with-behavior-tree-how-to-execute-a-task-only-once/1379695 "2023-11-11T20:49:51Z")

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With Behavior tree, how to execute a task only once ?

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## [Broadcast delegate from async task](https://forums.unrealengine.com/t/broadcast-delegate-from-async-task/434839)

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**Author:** [@anonymous\_user\_4a53f912](https://forums.unrealengine.com/u/anonymous_user_4a53f912)\
**Replies:** 2\
**Last updated:** [July 17, 2023, 12:46pm UTC](https://forums.unrealengine.com/t/broadcast-delegate-from-async-task/434839 "2023-07-17T12:46:35Z")

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I have a UActorComponent class which has a delegate. I verified that if I broadcast the delegate from the on tick function in the class that it is broadcast OK. I need to be able to broadcast the delegate from an async…

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## [Async() EAsyncExecution::TaskGraph vs EAsyncExecution::ThreadPool](https://forums.unrealengine.com/t/async-easyncexecution-taskgraph-vs-easyncexecution-threadpool/489509)

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**Author:** [@undercover](https://forums.unrealengine.com/u/undercover)\
**Replies:** 2\
**Last updated:** [February 15, 2023, 6:05am UTC](https://forums.unrealengine.com/t/async-easyncexecution-taskgraph-vs-easyncexecution-threadpool/489509 "2023-02-15T06:05:27Z")

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Hi! I wonder what the difference is between using Async(EAsyncExecution::TaskGraph, ...); vs. Async(EAsyncExecution::ThreadPool, ...);. Isn’t the task graph executed through the thread pool? Which one is to prefer? Put …

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## [Abort task when stop playing crashes editor](https://forums.unrealengine.com/t/abort-task-when-stop-playing-crashes-editor/327192)

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**Author:** [@Nach](https://forums.unrealengine.com/u/Nach)\
**Replies:** 1\
**Last updated:** [October 18, 2022, 3:19am UTC](https://forums.unrealengine.com/t/abort-task-when-stop-playing-crashes-editor/327192 "2022-10-18T03:19:31Z")

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So here’s my problem. My AI is casting some attack ( running a specific task). In my Task I handle abort event, as it finishes aborting only if the cast is over (I just check if the State “castingAttack” of my AICharact…

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## [How to specify one particular thread to execute async code?](https://forums.unrealengine.com/t/how-to-specify-one-particular-thread-to-execute-async-code/489220)

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**Author:** [@somawheels](https://forums.unrealengine.com/u/somawheels)\
**Replies:** 0\
**Last updated:** [September 26, 2021, 1:26pm UTC](https://forums.unrealengine.com/t/how-to-specify-one-particular-thread-to-execute-async-code/489220 "2021-09-26T13:26:12Z")

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I am using : AsyncTask(ENamedThreads::AnyBackgroundThreadNormalTask, \[parameter\]()\]{ //some async code }); to execute code async. This executes the code on various threads, and doesn’t give me complete control over w…

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## [Blackboard get value as int is always 0?](https://forums.unrealengine.com/t/blackboard-get-value-as-int-is-always-0/487918)

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**Author:** [@anonymous\_user\_b32d65871](https://forums.unrealengine.com/u/anonymous_user_b32d65871)\
**Replies:** 3\
**Last updated:** [August 24, 2021, 7:07pm UTC](https://forums.unrealengine.com/t/blackboard-get-value-as-int-is-always-0/487918 "2021-08-24T19:07:38Z")

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Hello there :frowning: I have been trying to troubleshoot this problem for a long time. So I’m making a game where if you talk to an NPC and choose the right choices you will get +1 Affection from them. This works per…

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## [Unreal engine keeps freezing. Can't close it (Please help this is chippin at my sanity!)](https://forums.unrealengine.com/t/unreal-engine-keeps-freezing-cant-close-it-please-help-this-is-chippin-at-my-sanity/486765)

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**Author:** [@omaassen](https://forums.unrealengine.com/u/omaassen)\
**Replies:** 1\
**Last updated:** [August 12, 2021, 4:40pm UTC](https://forums.unrealengine.com/t/unreal-engine-keeps-freezing-cant-close-it-please-help-this-is-chippin-at-my-sanity/486765 "2021-08-12T16:40:25Z")

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Since Unreal 4.26.2 I’ve been experiencing the most horrid of freezes: UE4 just stops responding, and is entirely unable to be closed via any measure. Not task manager, not windows command console, not anything else. I’v…

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## [NPC AI akin to RollerCoaster Tycoon 2](https://forums.unrealengine.com/t/npc-ai-akin-to-rollercoaster-tycoon-2/486659)

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**Author:** [@AngryDoomGuy](https://forums.unrealengine.com/u/AngryDoomGuy)\
**Replies:** 0\
**Last updated:** [July 27, 2021, 1:34pm UTC](https://forums.unrealengine.com/t/npc-ai-akin-to-rollercoaster-tycoon-2/486659 "2021-07-27T13:34:13Z")

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Hello! I’m currently attempting to create an AI behaviour tree akin to that in RCT2. If anyone has any tips, it would be incredibly helpful! Thanks!

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## [Accessed None trying to read property](https://forums.unrealengine.com/t/accessed-none-trying-to-read-property/484787)

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**Author:** [@DavidTveraas](https://forums.unrealengine.com/u/DavidTveraas)\
**Replies:** 1\
**Last updated:** [June 11, 2021, 11:14pm UTC](https://forums.unrealengine.com/t/accessed-none-trying-to-read-property/484787 "2021-06-11T23:14:03Z")

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I recently added an enemy spawn volume to a level in my game and I get the following error for each enemy spawn: “Blueprint Runtime Error: “Accessed None trying to read property ControlledPawn”. Blueprint: BTService\_Di…

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## [Behavior Tree not showing C++ Tasks](https://forums.unrealengine.com/t/behavior-tree-not-showing-c-tasks/483860)

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**Author:** [@M.AbdullahSultan](https://forums.unrealengine.com/u/M.AbdullahSultan)\
**Replies:** 1\
**Last updated:** [May 25, 2021, 3:05pm UTC](https://forums.unrealengine.com/t/behavior-tree-not-showing-c-tasks/483860 "2021-05-25T15:05:02Z")

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Hello everyone! I am using UE 4.26.2 My Tasks are written in C++ while Behavior Tree is in Blueprints. Tasks (those which are written in C++) are not showing (i.e when a drag a wire to place a node, C++ written tas…

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## [Setting Timer in ExecuteTask()](https://forums.unrealengine.com/t/setting-timer-in-executetask/417062)

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**Author:** [@jr557](https://forums.unrealengine.com/u/jr557)\
**Replies:** 4\
**Last updated:** [May 21, 2021, 8:02am UTC](https://forums.unrealengine.com/t/setting-timer-in-executetask/417062 "2021-05-21T08:02:42Z")

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I’m writing a task in C++ and I need to set a timer in ExecuteTask() which calls Beefy() after 4 seconds: EBTNodeResult::Type UMyTask::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8\* NodeMemory) { ... MyPawn-\>S…

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## [Is there way to skip a behavior tree task after it is called once?](https://forums.unrealengine.com/t/is-there-way-to-skip-a-behavior-tree-task-after-it-is-called-once/480672)

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**Author:** [@DavidTveraas](https://forums.unrealengine.com/u/DavidTveraas)\
**Replies:** 3\
**Last updated:** [March 25, 2021, 6:04am UTC](https://forums.unrealengine.com/t/is-there-way-to-skip-a-behavior-tree-task-after-it-is-called-once/480672 "2021-03-25T06:04:33Z")

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I used a behavior tree to create a dialog system in my game. It works very well except I can’t seem to find a way to get the characters to stop repeating their opening dialog once the first Selector’s Child has succeeded…

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## [Delay in Macro Library (Task Owner)?](https://forums.unrealengine.com/t/delay-in-macro-library-task-owner/404040)

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**Author:** [@TooDear](https://forums.unrealengine.com/u/TooDear)\
**Replies:** 2\
**Last updated:** [February 19, 2021, 5:01am UTC](https://forums.unrealengine.com/t/delay-in-macro-library-task-owner/404040 "2021-02-19T05:01:15Z")

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In short, I creted a Macro Library with one macro in it. Its called Delay\_Macro. When I try to use it the compiler reports an error that I can not solve… I have no idea what a Task Owner is. Help pls!?!?! Tnx

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## [Task queueing best practices](https://forums.unrealengine.com/t/task-queueing-best-practices/295396)

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**Author:** [@anonymous\_user\_e1690214](https://forums.unrealengine.com/u/anonymous_user_e1690214)\
**Replies:** 3\
**Last updated:** [July 18, 2020, 10:06pm UTC](https://forums.unrealengine.com/t/task-queueing-best-practices/295396 "2020-07-18T22:06:23Z")

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I’m making an in-editor tool which will frequently need to perform large processing tasks. I’d like to do them asynchronously on a separate thread (or threads), to keep the editor as responsive as possible. My assumption…

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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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## [Async Task crashes due to Acces violation](https://forums.unrealengine.com/t/async-task-crashes-due-to-acces-violation/462564)

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**Author:** [@LordStuff](https://forums.unrealengine.com/u/LordStuff)\
**Replies:** 0\
**Last updated:** [March 18, 2020, 2:02am UTC](https://forums.unrealengine.com/t/async-task-crashes-due-to-acces-violation/462564 "2020-03-18T02:02:55Z")

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Hi there! I followed this tutorial here: A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums And made Tasks that receive a Pointer to a HierarchicalInstancedStaticMeshComponent and a Point…

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## [Behavior tree simple "OnSuccess"](https://forums.unrealengine.com/t/behavior-tree-simple-onsuccess/458501)

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**Author:** [@LordStuff](https://forums.unrealengine.com/u/LordStuff)\
**Replies:** 3\
**Last updated:** [November 16, 2019, 5:39pm UTC](https://forums.unrealengine.com/t/behavior-tree-simple-onsuccess/458501 "2019-11-16T17:39:52Z")

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Hi, I would make a new boolean in the blackboard (something like “MoveToTargetLocation”) and set it initially to true in your controller. Then make a new decorator to check wether or not a boolean blackboard key value is…

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## [Custom BT task doesn't move character](https://forums.unrealengine.com/t/custom-bt-task-doesnt-move-character/455877)

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**Author:** [@Darth\_Biomech](https://forums.unrealengine.com/u/Darth_Biomech)\
**Replies:** 0\
**Last updated:** [September 24, 2019, 6:59am UTC](https://forums.unrealengine.com/t/custom-bt-task-doesnt-move-character/455877 "2019-09-24T06:59:50Z")

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My navigation is set up so that doors have navmesh modifier that’s impassable in “vents” version of navfilter being used, but passable in the regular navfilter. The idea is that the BT Task will first attempt to first l…

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## [C++ BTTask Finish Execute](https://forums.unrealengine.com/t/c-bttask-finish-execute/395728)

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**Author:** [@TysonEX](https://forums.unrealengine.com/u/TysonEX)\
**Replies:** 5\
**Last updated:** [May 11, 2019, 1:37pm UTC](https://forums.unrealengine.com/t/c-bttask-finish-execute/395728 "2019-05-11T13:37:18Z")

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Cast(GetOuter()) fails for your node because it’s not instanced (bCreateNodeInstance set to true). So one solution would be to mark it as such. Another solution would be to get your hands on BTComponent instance in a cas…

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## [タスクにて、ブラックボードからベクター情報が取得できない](https://forums.unrealengine.com/t/topic/445085)

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**Author:** [@Ymimoto](https://forums.unrealengine.com/u/Ymimoto)\
**Replies:** 2\
**Last updated:** [March 12, 2019, 3:59pm UTC](https://forums.unrealengine.com/t/topic/445085 "2019-03-12T15:59:49Z")

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はじめての質問になります。よろしくお願いいたします。 現在自分は、ビヘイビアツリーをつかったAIを使用して、特定のアクタを中心としてほかのアクタを回転させようと以下のような処理を作成しました。 回転の軸となるアクタ 回転するアクタ(キャラクター) 回転するアクタを制御するAIコントローラ ビヘイビアツリーおよび、ツリー内で変数を共有するブラックボード そして、AIコントローラから使用するブラックボードとビヘイビアツリーを設定した…

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## [Trouble With AI Behavour Tree Task](https://forums.unrealengine.com/t/trouble-with-ai-behavour-tree-task/442155)

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**Author:** [@MrNoobiePants](https://forums.unrealengine.com/u/MrNoobiePants)\
**Replies:** 1\
**Last updated:** [January 27, 2019, 11:17am UTC](https://forums.unrealengine.com/t/trouble-with-ai-behavour-tree-task/442155 "2019-01-27T11:17:17Z")

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I am currently working on an AI Behaviour Tree and currently stuck on a Task I created. I want the AI to find an objective Move towards it and attack it, if the Ai destroys the objective I want it to do a distance chec…

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## [Ai behavior tree task, target location is invalid](https://forums.unrealengine.com/t/ai-behavior-tree-task-target-location-is-invalid/440289)

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**Author:** [@PerCat](https://forums.unrealengine.com/u/PerCat)\
**Replies:** 1\
**Last updated:** [December 29, 2018, 9:02pm UTC](https://forums.unrealengine.com/t/ai-behavior-tree-task-target-location-is-invalid/440289 "2018-12-29T21:02:09Z")

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Hey all. I’ve began work on my ai cause I wanna start making ti so my buildings will build from the ai but I’m running into an issue where my target location is appearing invalid. Basically I spawn the ai with a button …

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## [Behavior Tree missing Agro Check and RapidMoveTo](https://forums.unrealengine.com/t/behavior-tree-missing-agro-check-and-rapidmoveto/440246)

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**Author:** [@Fujivobimo](https://forums.unrealengine.com/u/Fujivobimo)\
**Replies:** 1\
**Last updated:** [December 29, 2018, 12:23am UTC](https://forums.unrealengine.com/t/behavior-tree-missing-agro-check-and-rapidmoveto/440246 "2018-12-29T00:23:20Z")

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perhaps those were custom made by the tutorial guy?

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## [Shooting while moving (Multiple BT Task at the same time)](https://forums.unrealengine.com/t/shooting-while-moving-multiple-bt-task-at-the-same-time/338638)

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**Author:** [@MaxiHori](https://forums.unrealengine.com/u/MaxiHori)\
**Replies:** 3\
**Last updated:** [December 1, 2018, 3:21pm UTC](https://forums.unrealengine.com/t/shooting-while-moving-multiple-bt-task-at-the-same-time/338638 "2018-12-01T15:21:45Z")

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I need to be able to perform multiple operation at the same time (for example, choose the next spot to move and move to it while choosing the next target to shot at and shoot) What is the proper way to implement that?

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## [Making AI pick random point of interest](https://forums.unrealengine.com/t/making-ai-pick-random-point-of-interest/422211)

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**Author:** [@CorbisHETB](https://forums.unrealengine.com/u/CorbisHETB)\
**Replies:** 7\
**Last updated:** [April 13, 2018, 4:58pm UTC](https://forums.unrealengine.com/t/making-ai-pick-random-point-of-interest/422211 "2018-04-13T16:58:21Z")

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Hi! I’m trying to create an AI character that picks a point of interest and walks to it. I created a blueprint class based on the TargetPoint class called “PointOfInterest”. My wish is to be able to place these in the …

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