Artwork

Interactive AI NPC

Conversational AI / Real-Time Character / 2026

A playable UE5 MetaHuman encounter: a spatial trigger starts the greeting, “Follow me” becomes navigation, and one F input seats both the player and AINPC.

Role
Real-Time Artist / Blueprint Prototyper
Engine
Unreal Engine 5.8.2
Character
MetaHuman
Conversation
Convai

The steps follow the final build's interaction from start to finish.

  1. 1

    Replace the Mannequin

    Retarget Quinn’s movement to a playable MetaHuman.

  2. 2

    Enter the Trigger Box

    Entering the trigger starts the greeting once.

  3. 3

    Approach + Greet

    The AINPC waves, speaks and approaches the player.

  4. 4

    Say “Follow Me”

    The spoken cue activates the AINPC’s follow state.

  5. 5

    Follow Through the Cabin

    AI MoveTo follows the player across the NavMesh.

  6. 6

    Press F at the Seat

    F aligns the player and triggers shared seating.

  7. 7

    Sit Together

    The AINPC stops, aligns and enters a seated idle.

The overview images show the complete build, and the tree locates each function in its Blueprint route.

Fig. 1 · Whole-house NavMesh / UE5

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( Fig. 1 · Whole-house NavMesh / UE5 )

1Navigation

The green NavMesh covers the exterior, doorway and terrace so the AINPC can reach each playable area.

Fig. 2 · Player Blueprint / MetaHuman

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( Fig. 2 · Player Blueprint / MetaHuman )

2Player Logic

This view shows the playable MetaHuman controls and F-to-seat logic in one Blueprint.

Fig. 3 · Third-person playable test

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( Fig. 3 · Third-person playable test )

3Camera Choice

I tested a third-person MetaHuman view, then chose first person for a closer conversation.

Fig. 4 · Playable MetaHuman / Character BP

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( Fig. 4 · Playable MetaHuman / Character BP )

4Character Foundation

BP_MetaHumanCharacter_Official replaces the Mannequin while retaining movement and input.

Fig. 5 · Greeting trigger / Level Blueprint

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( Fig. 5 · Greeting trigger / Level Blueprint )

5Spatial Trigger

On Actor Begin Overlap checks the player and calls StartCabinGreeting once.

Fig. 6 · Wave, speech and MoveTo / BP_AINPC

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( Fig. 6 · Wave, speech and MoveTo / BP_AINPC )

6Approach + Greeting

StartCabinGreeting plays a wave and line, then moves the AINPC toward the player.

Fig. 7 · Upper-body blend / AINPC AnimGraph

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( Fig. 7 · Upper-body blend / AINPC AnimGraph )

7Animation Layer

An UpperBody layer adds dialogue gestures without replacing the walk cycle.

Fig. 8 · Follow and AI MoveTo / BP_AINPC

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( Fig. 8 · Follow and AI MoveTo / BP_AINPC )

8Follow Me

“Follow me” starts IsFollowing and UpdateFollow moves the AINPC toward the player.

Fig. 9 · IA_Sit mapped to F / IMC_Sit

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( Fig. 9 · IA_Sit mapped to F / IMC_Sit )

9Shared Input

IA_Sit maps the seat interaction to F and validates the seat before either actor changes state.

Fig. 10 · Player seat alignment / Character BP

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( Fig. 10 · Player seat alignment / Character BP )

10Player Branch

The player graph checks the seat, aligns to PlayerSeatPoint and calls SitWithPlayer.

Fig. 11 · NPC seat alignment / BP_AINPC

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( Fig. 11 · NPC seat alignment / BP_AINPC )

11AINPC Branch

SitWithPlayer stops following, aligns the AINPC to NPCSeatPoint and sets its seated state.

Fig. 12 · SitDown to SittingIdle / AINPC AnimGraph

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( Fig. 12 · SitDown to SittingIdle / AINPC AnimGraph )

12Final State

The animation state machine moves from SitDown into a seated idle loop.

The prototype connects a trigger, greeting, following and shared seating in real time.

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