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Movement Blueprint reference

Reference for the Convai Move To and Convai Escort Blueprint nodes, their inputs, outputs, and every result code they can return.

Convai Move To and Convai Escort are the two Blueprint nodes for character movement, both in category Convai|Movement. Each is an async node backed by a Blueprint proxy object (UConvaiMoveToProxy and UConvaiEscortProxy) that exposes only Succeeded and Failed exec pins — the underlying native movement tasks have no Blueprint surface of their own.

Convai Move To

Moves Moving Actor to Destination. Backed by the ConvaiMoveTo UFUNCTION on UConvaiMoveToProxy.

Pin
Type
Direction
Description

Moving Actor

Actor

Input

The character to move. Must be a pawn controlled by an AI Controller with a movement component and a path-following component.

Destination

FConvaiObjectEntry

Input

What to move to — a whole actor, a specific component, or the entry's authored movement points. See How character movement works.

Lock AI Logic

bool

Input, advanced display

Default false. Reserved for compound behaviors that need to fully own the character's movement while this move runs.

Succeeded

exec, Result Code (EConvaiMoveToResultCode), Additional Note (FString)

Output

Fires when Result Code is Reached or Already At Destination.

Failed

exec, Result Code (EConvaiMoveToResultCode), Additional Note (FString)

Output

Fires for every other result code.

Additional Note is safe to speak to a player or feed back into a character's context. It is populated on both Succeeded and Failed.

Convai Escort

Sends Escorting Actor to Destination, leading Escorted Character there. Backed by the ConvaiEscort UFUNCTION on UConvaiEscortProxy.

Pin
Type
Direction
Description

Escorting Actor

Actor

Input

The character doing the escorting. Owns the Convai chatbot used for the temporary follow prompt when Escorted Character falls behind.

Escorted Character

FConvaiObjectEntry

Input

The character being led to Destination.

Destination

FConvaiObjectEntry

Input

Where Escorting Actor leads Escorted Character — a whole actor, a specific component, or the entry's authored movement points.

Succeeded

exec, Result Code (EConvaiEscortResultCode), Additional Note (FString)

Output

Fires when Result Code is Reached or Already At Destination.

Failed

exec, Result Code (EConvaiEscortResultCode), Additional Note (FString)

Output

Fires for every other result code.

Escorting Actor and Escorted Character are both FConvaiObjectEntry and retain their complete object-entry semantics — either can be scoped to a whole actor or a specific component.

EConvaiMoveToResultCode

Reported on Convai Move To's Succeeded and Failed pins as Result Code.

Value
Display name
Meaning

Reached

Reached

The character reached the resolved destination.

AlreadyAtDestination

Already At Destination

No move was necessary because the character was already there.

UnknownDestination

Unknown Destination

The destination actor disappeared or could not be resolved.

Unreachable

Unreachable

The destination is known, but no usable route reaches it from here.

InvalidCharacter

Invalid Character

Moving Actor is not a usable pawn.

MissingController

Missing AI Controller

The pawn is not controlled by an AI Controller.

MissingMovementComponent

Missing Movement Component

The pawn has no movement component.

MissingPathFollowingComponent

Missing Path Following Component

The AI Controller has no path-following component.

MissingNavigationData

Missing Navigation Data

The world has no compatible navigation data for this pawn.

MoveFailed

Move Failed

Unreal stopped the move even though the destination still resolved as reachable.

Cancelled

Hidden — not selectable in Blueprint

Internal lifecycle marker. Reaches the Failed pin only when the request's owner is destroyed unexpectedly mid-move; an explicit Cancel call on the proxy detaches silently instead and fires neither pin.

Succeeded fires for Reached and Already At Destination; every other value, including the hidden Cancelled, fires Failed.

EConvaiEscortResultCode

Reported on Convai Escort's Succeeded and Failed pins as Result Code.

Value
Display name
Meaning

Reached

Reached

Escorting Actor and Escorted Character reached the destination.

AlreadyAtDestination

Already At Destination

The escort began with both actors already at the destination.

EscorteeUnavailable

Character Unavailable

Escorted Character disappeared or is not a valid escort target.

DestinationUnavailable

Destination Unavailable

Destination disappeared or could not be reached from here.

InvalidGuideSetup

Invalid Escort Setup

Escorting Actor is missing setup required by escort (for example, no AI Controller).

MovementFailed

Movement Failed

Unreal stopped the owned movement before escort reached its destination.

Cancelled

Hidden — not selectable in Blueprint

Internal lifecycle marker reported as a failed public request.

Succeeded fires for Reached and Already At Destination; every other value, including the hidden Cancelled, fires Failed.

Supporting types

FConvaiObjectEntry

Destination on both nodes, and Escorted Character on Convai Escort, are FConvaiObjectEntry. The fields that drive movement:

Field
Type
Description

Ref

Actor

The actor being referenced.

ObjectReference

EConvaiObjectReference

Shown as Object Is. What the entry represents — see the values table below.

ComponentName

FString

When ObjectReference is Specific Component, the component to target.

SocketOrBoneName

FName

Optional socket or bone on the matched component to target instead of its origin.

AcceptanceRadius

float

How close, in centimeters, counts as arrived. Default 150.0.

MovementPoints

array of FConvaiMovementPoint

Authored access points that take over destination resolution when any are enabled.

bFallbackToObjectWhenPointsUnreachable

bool

Shown as Use Object as Fallback. Default false. When every movement point is unreachable, fall back to the object itself instead of reporting unreachable.

For the full struct, including the non-movement fields, see Convai Object Component.

FConvaiMovementPoint

An entry in FConvaiObjectEntry.MovementPoints, edited via the viewport visualizer on Convai Object Component or directly in the Details panel.

Field
Type
Description

Transform

Transform

Where the character stands when this point is chosen. Only the location drives movement; rotation is stored for future facing control.

Attachment

EConvaiMovementPointAttachment

How the transform is interpreted — see the values table below. Default Relative To Object.

bEnabled

bool

Default true. Untick to take the point out of play without deleting it. If every point on an entry is disabled, the entry behaves as if it had none.

bCreatesSeparateDestination

bool

Shown as Create Separate Destination. Default false. When ticked, the point becomes its own named destination instead of one of several places to stand at the object.

Name

FString

Shown as Destination Name. Only used while bCreatesSeparateDestination is on. The character addresses it as "<Object> <Destination Name>".

EConvaiObjectReference

Value
Display name
Meaning

WholeActor

Whole Actor

The whole actor is the object. Movement fallback: the character walks toward the actor and stops at its bounds.

SpecificComponent

Specific Component

A sub-component on the actor is the object. Movement fallback: the character walks to that component's location.

EConvaiMovementPointAttachment

Value
Display name
Meaning

RelativeToObject

Relative To Object

Default. The point's transform is relative to the object — it moves with the goal actor, or with the specific component when ObjectReference is component-scoped.

KeepWorldPosition

Keep World Position

Advanced. The point's transform is absolute world space and stays put even if the object moves.

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