1Navigation
The green NavMesh covers the exterior, doorway and terrace so the AINPC can reach each playable area.
Artwork
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.
The steps follow the final build's interaction from start to finish.
Retarget Quinn’s movement to a playable MetaHuman.
Entering the trigger starts the greeting once.
The AINPC waves, speaks and approaches the player.
The spoken cue activates the AINPC’s follow state.
AI MoveTo follows the player across the NavMesh.
F aligns the player and triggers shared seating.
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.
The green NavMesh covers the exterior, doorway and terrace so the AINPC can reach each playable area.
This view shows the playable MetaHuman controls and F-to-seat logic in one Blueprint.
I tested a third-person MetaHuman view, then chose first person for a closer conversation.
BP_MetaHumanCharacter_Official replaces the Mannequin while retaining movement and input.
On Actor Begin Overlap checks the player and calls StartCabinGreeting once.
StartCabinGreeting plays a wave and line, then moves the AINPC toward the player.
An UpperBody layer adds dialogue gestures without replacing the walk cycle.
“Follow me” starts IsFollowing and UpdateFollow moves the AINPC toward the player.
IA_Sit maps the seat interaction to F and validates the seat before either actor changes state.
The player graph checks the seat, aligns to PlayerSeatPoint and calls SitWithPlayer.
SitWithPlayer stops following, aligns the AINPC to NPCSeatPoint and sets its seated state.
The animation state machine moves from SitDown into a seated idle loop.