UEDEV  /  3D Navigation AI  /  Moving obstacles  ·  Updated

v3.6.0 Use case · New in 3.6

Moving obstacle avoidance for Unreal Engine 5 AI

Re-planning around a door after it closes is too late for a drone at speed. Since 3.6, Fly To predicts where every moving obstacle will be and times its pass — and the octree still restamps itself as the world moves, so routes stay true.

Movers in the Gauntlet
42
Gauntlet hall
370m
Agent Mass edition
200
Prediction settings
3
predicted gap gate cycle · learned fly to · avoid moving obstacles
A drone waits for the gate it predicted, then takes the gap
01 · Prediction

Predict, don't just react

Fly To predicts where every moving obstacle — any actor with an LCM Dynamic Obstacle component — will be, and times its pass. It learns a gate's or a piston's cycle and replays it, turns a spinning blade with it, eases off, waits for a gap or takes a detour, and dodges what it cannot outrun.

It is on by default in the Behaviour Tree and StateTree Fly To, controlled by three settings: Avoid Moving Obstacles, Moving Obstacle Look-Ahead and Moving Obstacle Margin.

A drone lands on a moving platform with the Land task
Land on a moving platform in the Feature Examples hall
02 · Live octree

The octree moves with the world

Moving geometry writes its own footprint back into the octree as it travels, so doors, lifts, moving platforms, destructible cover and patrolling ships change routing live — and in multiplayer the change is multicast to every peer. A mover put back to the start of its track is treated as a jump, not a very fast move, so the space it left is freed.

In streamed worlds a moving obstacle's update next to a 168k-triangle room costs about 1 ms, down from 20 ms.

Close view of a Mass Entity drone swarm flying through a city in Unreal Engine 5
Agents keeping apart in a dense swarm
03 · Each other

Avoiding each other, too

Agents avoid each other with Reactive (boids), Predictive (ORCA) or Context-Based Steering, chosen per agent. Fly To's wall-avoidance whiskers ignore other agents and leave them to agent avoidance, and Mass crowds keep apart with Hold Avoidance and Contact Push.

New demo · 3.6

The Obstacle Gauntlet

A 370 m hall of six zones with 42 movers driven by Unreal's own movement components. Twelve drones fly it end to end in the Behaviour Tree and StateTree editions; a crowd of 200 follows a beacon through it in the Mass edition. Open it from the demo menu.

  1. ZONE 01Fast gates
  2. ZONE 02Crossing traffic
  3. ZONE 03Windmills and sweepers
  4. ZONE 04Pistons
  5. ZONE 05Head-on blocks
  6. ZONE 06Bouncers
Free demo levels

See it in the demo levels

These levels are part of the 57 free demo levels you download from inside the editor (LCM Nav3D menu › Get the Demo Levels).

A drone lands on a moving platform with the Land task

Dynamic Obstacles

Moving gates seal and open corridors while agents re-route live; 200 flow-field agents in Mass.

  • BT · ST · Mass
A courier drone descends and lands on the deck of a moving, rolling ship in the Harbour demo

Harbour

Landing on a moving, rolling ship and a moving lorry.

  • Land
  • BT · StateTree
A hunter drone flies its engagement path around a container stack in Unreal Engine 5

Hunter Drone

A hunter re-plans round container stacks as its target runs.

  • Engage
  • BT · ST · Mass
FAQ

Common questions

How do AI agents avoid moving obstacles in Unreal Engine 5?

Give the moving actor an LCM Dynamic Obstacle component. Its footprint restamps the navigation octree as it moves, and since 3.6 the Fly To task predicts its motion and times its pass — waiting for a gap, taking a detour or dodging.

Does it work with doors, lifts and moving platforms?

Yes. Any moving actor with a Dynamic Obstacle component updates the octree live, agents re-route around it, and the change replicates to clients in multiplayer.

Which settings control moving-obstacle prediction?

Avoid Moving Obstacles turns it on (it is on by default), Moving Obstacle Look-Ahead sets how far ahead Fly To predicts, and Moving Obstacle Margin sets the clearance it keeps.

Read more in the free documentation:

Give your AI the whole sky.

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