For the complete documentation index, see llms.txt. This page is also available as Markdown.

Move a character to an object

Wire the Convai Move To node so an AI-controlled character walks to an actor, a component, or an authored movement point in your level.

Use the Convai Move To node to send an AI-controlled character to a whole actor, a specific component, or one of its authored movement points. This page wires the node end to end and confirms the character arrives.

Prerequisites

  • The character's pawn is controlled by an AI Controller.

  • The pawn has a movement component (for example CharacterMovementComponent).

  • The AI Controller has a path-following component.

  • The level has NavMesh coverage over the area the character walks through — add a Nav Mesh Bounds Volume if it does not.

  • The destination actor is registered — either it carries a Convai Object Component, or you have an Actor reference to pass directly.

Convai Move To reports a specific result code for each missing prerequisite above — Missing AI Controller, Missing Movement Component, Missing Path Following Component, and Missing Navigation Data. See Troubleshoot character movement if a move fails.

Add the Convai Move To node

1

Add the node

In the character's Blueprint graph (or wherever the move should be triggered), right-click and search for Convai Move To. Add the node — it belongs to category Convai|Movement.

2

Set Moving Actor

Wire the character to move into Moving Actor. This must be a pawn that meets the prerequisites above.

3

Build the Destination

Destination takes an FConvaiObjectEntry. Break out or construct the entry and set:

  • Ref — the actor to move to.

  • Object Is (ObjectReference) — Whole Actor to walk toward the actor as a whole, or Specific Component to target one named component (set Component Name, and optionally Socket Or Bone Name).

If the target actor's Convai Object Component has enabled movement points, they take over destination resolution automatically — the character walks to the nearest reachable point instead of the object reference. See Author movement points.

4

Handle Succeeded and Failed

Wire both exec outputs:

  • Succeeded fires when Result Code is Reached or Already At Destination.

  • Failed fires for every other result code.

Both pins expose Result Code and Additional Note. Additional Note is safe to speak to the player or feed into the character's context.

Leave Lock AI Logic (advanced display) at its default false unless this move is part of a compound behavior that needs to fully own the character's movement — locking it can stop an existing Behavior Tree from running.

Verify the move

Enter Play mode and trigger the Convai Move To call. The character should walk to the resolved destination and fire Succeeded with Result Code Reached. If the character was already standing at the destination, Succeeded fires immediately with Already At Destination and no movement occurs.

Next steps

Escort a characterMovement Blueprint reference

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