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 anActorreference to pass directly.
Add the Convai Move To node
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 Actorto walk toward the actor as a whole, orSpecific Componentto 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.
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.
To confirm exactly what destination the character resolved and whether it was reachable, open the Convai Debug Overlay and check the SURROUNDINGS panel for the target object's entry.
Next steps
Escort a characterMovement Blueprint referenceLast updated
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