Based on the context of this image—which displays
a list of standard Unreal Engine 5 (or 4) Blueprint nodes related to AI
navigation—the "missing data" refers to the essential components and
settings required to actually make these specific nodes work.
While the image lists the commands
(functions), it is missing the infrastructure (components and volumes)
and context.
Here is the critical data missing from this
overview:
1. The Essential Setup (The "Where")
The most glaring omission is the volume required
to generate the navigation mesh in the first place. None of the nodes listed in
the image will function without:
- NavMeshBoundsVolume: You must place this
volume in the level and scale it to cover the walkable area. Without this,
there is no "NavMesh" for the Project Point or Random Reachable
Point nodes to query.
- RecastNavMesh: The actual data
object generated inside the bounds volume that defines geometry, slope
angles, and agent radius.
2. The Agent/Controller (The "Who")
Most of these nodes (specifically AI Move To)
require a specific owner to function.
- AIController: Standard
"Player Controllers" cannot use AI Move To easily. The character
usually needs to be possessed by an AIController or DetourCrowdAIController.
- CharacterMovementComponent: For these nodes to
move an actor, that actor usually needs a movement component configured
with NavMeshWalking capabilities.
3. Advanced Navigation Data (The
"Nuance")
The nodes shown are for basic "A to B"
movement on a flat plane. A complete NavMesh system usually includes:
- Nav
Link Proxy:
Data required for AI to jump off ledges, climb ladders, or traverse gaps
(connecting two disconnected NavMeshes).
- Nav
Modifier Volume:
Data used to define "expensive" areas (e.g., mud or fire) that
the AI should try to avoid but can walk through if necessary.
- Nav
Area Classes:
The specific data definitions for those modifiers (e.g., NavArea_Null to
block pathing invisibly).
4. Asynchronous/Event Data
The image shows function names, but misses the execution
flow data specific to AI Move To.
- On
Success / On Fail Pins: Unlike Simple Move to Location, the AI Move
To node is a "Latent Action." It has missing visual context
regarding when the movement is finished. It requires event handling
to know when the AI has actually reached the destination.
Summary
If you were trying to build this system based only
on this image, you would fail because you would have the instructions
(nodes) but not the map (NavMeshBoundsVolume) or the driver (AIController).
To create a functional AI system in Unreal
Engine, you need to combine the Action Nodes (from your image) with the Structural
Components (the missing data).
Here is the final summary of the complete
"AI Navigation Stack," ordered from the ground up:
1. The Environment (The "Map")
Before any node from your image can fire, the
level must define where movement is physically possible.
- NavMeshBoundsVolume: This is the most
critical missing piece. You must drag this volume into your level and
scale it to encompass the playable area. Pressing P in the editor toggles
the green visualization of this mesh.
- RecastNavMesh: When the volume is
placed, Unreal automatically generates this actor. It holds the data for
agent height, radius, and slope limits (e.g., ensuring an AI doesn't try
to walk up a 90-degree wall).
2. The Brain (The "Driver")
The nodes in your image (specifically AI Move To)
generally do not work on a standard PlayerController. They require a dedicated
AI driver.
- AIController: Your NPC character
must be set to be "Auto Possessed by AI" (either "Placed in
World" or "Spawned").
- DetourCrowdAIController: If you have many
units, you replace the standard AIController with this to handle collision
avoidance so units don't bunch up into a single point.
3. The Instruction (The Image Data)
This is where the nodes you uploaded fit into the
stack. Once the Map and Driver are present, these nodes act as the commands:
- Navigation
Queries:
Get Random Reachable Point in Radius and Project Point to Navigation query
the NavMesh (Layer 1) to find valid coordinates.
- Movement
Commands:
AI Move To tells the AIController (Layer 2) to push the Pawn toward
those coordinates.
4. The Logic Flow (The "Result")
The final missing piece is handling the outcome
of the movement.
- Latent
Execution:
AI Move To is a latent node (indicated by the clock icon usually found on
it). It runs in the background. You must use the On Success and On
Fail execution pins to determine what happens next (e.g., if the AI
gets stuck, does it try again or play an idle animation?).
- Nav
Link Proxies:
If the AI needs to jump a gap or open a door, you must place Nav Link
Proxies in the world, which tell the system, "This isn't a flat
floor, but you can cross it if you play this specific animation."
Summary Checklist
If you are debugging why your AI won't move,
check this stack in order:
- Is
there Green?
(Is NavMeshBoundsVolume present and built?)
- Is
there a Brain?
(Is the actor possessed by an AIController?)
- Is
the Destination Valid? (Does Project Point to Navigation return a valid
boolean?)
- Is
the Command Firing? (Are you calling AI Move To?)
Would you like a screenshot example of how to set
up the AIController properly to use these nodes?
This image is a significant improvement over the previous one
because it correctly identifies the Hardware (NavMeshBoundsVolume) and
the Driver (AIController).
However, to make this system actually work in a real project
(like your violin app or a game), it is missing the Configuration Data
and the Decision Structure.
Here is the missing data required to bridge the gap between
this summary and a functional system:
1. The "Invisible" Geometry Data
The image mentions the NavMeshBoundsVolume and the
"walkable surface," but it misses the specific settings that define who
can walk there. This data lives in the RecastNavMesh-Default actor
(which is auto-created but not mentioned):
- Agent
Radius & Height: If your AI character is 40cm wide but
the NavMesh assumes 35cm, your AI will get stuck on corners. This data
must match your Character Movement Component.
- Cell
Size: The resolution of the floor. If this is too large, the
AI cannot navigate tight spaces or through small doorways.
2. The Decision Structure (Behavior Trees)
The image lists AI Move To as the "primary
function." In practice, running AI Move To directly on a Blueprint graph
(Tick or Event) is bad practice for anything complex.
- Behavior
Tree (BT) & Blackboard (BB): The missing data is the structure
that decides when to move. A proper system uses a Blackboard to
store the "Target Location" vector and a Behavior Tree to
execute the Move command only when necessary.
3. "True" Obstacle Avoidance
The image claims AI Move To handles "obstacle
avoidance." This is only partially true—it handles static world
geometry (walls). It does not handle dynamic objects (other AIs moving)
well.
- DetourCrowdAIController: To
stop AIs from walking into each other, you usually need to swap the
standard AIController for a DetourCrowdAIController (or enable RVO
Avoidance on the movement component). The standard controller listed in
the image will often result in AIs piling up on top of each other.
4. Environmental Nuance (NavModifiers)
The system shown treats the world as binary: Walkable or Not
Walkable.
- NavModifierVolumes:
You often need data to define "high cost" areas (like mud, fire,
or a steep hill) that the AI should avoid unless necessary. This is done
via Nav Area Classes, which are missing from this summary.
Summary of Missing "Level 2" Data
|
Missing Component |
Why it's needed |
|
RecastNavMesh Settings |
Defines the physical size of the AI agent (Radius/Height). |
|
Behavior Tree / Blackboard |
Stores variables and manages the logic flow (Brain). |
|
DetourCrowdAIController |
Handles collision avoidance with other moving
entities. |
|
NavModifierVolume |
Defines "costly" ground (e.g., "don't walk
here unless you have to"). |
To create a fully functional, "production-ready" AI
system in Unreal Engine 5, you must combine the basic elements shown in your
image with the critical configuration data that was missing.
Here is the final, consolidated summary of the complete AI
Navigation Stack:
1. The Physical Foundation (The "Body")
The image correctly identifies the NavMeshBoundsVolume
as the starting point, but the system is incomplete without the specific agent
data.
- NavMeshBoundsVolume:
Defines the area where navigation is possible.
- RecastNavMesh
(Missing Data): Defines the agent's physical limits.
You must configure Agent Radius, Agent Height, and Step
Height in your Project Settings. Without this, your AI will try to
walk through doors that are too narrow or get stuck on small bumps.
2. The Logic Structure (The "Brain")
The image lists the AIController as a requirement, but
fails to mention how that controller makes decisions.
- AIController:
The class that possesses the pawn.
- Behavior
Tree & Blackboard (Missing Data): Instead of running
logic in the Event Graph (which is messy), you should use a Blackboard
to store data (like "Target Location") and a Behavior Tree
to execute logic (e.g., "Patrol" vs. "Chase"). This
separates decision making from movement.
3. The Movement Execution (The
"Action")
The image highlights AI Move To as the primary
function, but this node alone lacks dynamic awareness.
- AI
Move To: Handles the pathfinding calculation from
Point A to Point B on static geometry.
- DetourCrowdAIController
(Missing Data): To prevent AIs from walking into each
other, you should use this specific controller class (or enable RVO
Avoidance). This adds dynamic obstacle avoidance to the standard
pathfinding.
4. Environmental Nuance (The "Context")
The image implies a binary world (walkable vs. not walkable),
but real environments are complex.
- NavModifiers
& Nav Areas (Missing Data): You need these to define
"high cost" areas. For example, a fire pit might be
"technically" walkable, but you mark it with a high cost so the
AI will choose a longer path around it unless forced.
Final Checklist for a Working System
If you are building this for your violin app or a game
project, ensure you have all four layers:
- Bounds: Is
the NavMeshBoundsVolume covering the floor?
- Settings:
Does the generated RecastNavMesh match your character's capsule size?
- Brain: Is
the AIController running a Behavior Tree?
- Avoidance: Is
the controller set to DetourCrowdAIController (for multiple agents)?
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