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GamingVideosUnreal Engine 5 Tutorial - Commanding AI Part 2: Move To Command
GamingAI

Unreal Engine 5 Tutorial - Commanding AI Part 2: Move To Command

•February 25, 2026
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Ryan Laley
Ryan Laley•Feb 25, 2026

Why It Matters

It provides a clear, reusable workflow for issuing precise movement commands to AI in UE5, reducing development overhead and enhancing interactive gameplay experiences.

Key Takeaways

  • •Implemented "Move To" command via AI interface function.
  • •Used dual line traces to determine ground location from camera.
  • •Stored target location in blackboard vector key for behavior tree.
  • •Separate behavior tree handles move command and completion task.
  • •Adjusted acceptance radius to improve navigation on blocked meshes.

Summary

The video walks through adding a "Move To" command to AI units in Unreal Engine 5, continuing a Pikmin‑style series that teaches developers how to command gathered allies.

Key steps include creating a new function in the AI interface, using two line traces—first from the camera forward, then down to the floor—to compute a valid world location. The resulting vector is validated against a zero vector, stored in a blackboard key named "Target Location," and fed into a dedicated behavior tree that drives the AI controller.

The presenter highlights practical details such as ignoring friendly actors during traces, setting the acceptance radius to 75 units to accommodate nav‑mesh blocking, and using a custom BT task to signal command completion and stop the behavior tree. A zero vector is used as an explicit “invalid” marker, ensuring commands only execute when a hit is detected.

By modularizing the command logic—separating interface calls, blackboard updates, and behavior tree execution—the tutorial demonstrates a scalable pattern for real‑time AI control, enabling developers to extend commands, add visual markers, and improve player feedback in complex game scenarios.

Original Description

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