How to Create an always Chasing AI Enemy For an Infinite Runner Game like Subway Surfer and Temple Run?

In Subway Surfer a Police and in Temple Run a Beast always Chases the Player, How can I create an AI Enemy who’ll always chase the player in an Infinite Runner Game? Normally we can create an AI who’ll always follow the player by using “AI Move To” and “NavMesh Bound Volume”. But in Infinite runner game I used a Tile Blueprint which will simply spawn tiles and created a infinite road. But In this type of Dynamic Level I was unable to use “NavMesh Bound” and so “AI Move To” isn’t working. Can’t use Navmesh in an Actor Blueprint.

So is there any way to move the AI towards Player without using NavMeshBound?
(I found some navigation component like NavInvoker, NavModifier etc. can these be of any use in this Scenario?)

Using “Navigation Invoker” with Player Character and AI helped a lot,

Could you provide an example? I’m running into the same issue :slight_smile:

i have a video for this on my channel you can se it there