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.
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.
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.
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.
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:
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.
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
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
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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