# NPC behaviour before interruption

**URL:** https://forum.convai.com/t/npc-behaviour-before-interruption/3425
**Category:** Unreal Engine Plugin
**Tags:** question, unreal-engine
**Created:** [March 31, 2025, 7:23am UTC](https://forum.convai.com/t/npc-behaviour-before-interruption/3425 "2025-03-31T07:23:54Z")
**Posts on this page:** 5
**Page:** 1

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### Author: ![Aaron\_Acheneje](https://yyz2.discourse-cdn.com/flex004/user_avatar/forum.convai.com/aaron_acheneje/32/3042_2.png) [@Aaron\_Acheneje](https://forum.convai.com/u/Aaron_Acheneje)
#### Post date: [March 31, 2025, 7:23am UTC](https://forum.convai.com/t/npc-behaviour-before-interruption/3425/1 "2025-03-31T07:23:54Z")

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Hello, please how do I make it so that the NPC is not just standing on idle animation before I talk to it, but is completing a set of actions or behaviour (like sims) and only starts responding to me when I talk to it

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### Author: ![Tyke](https://yyz2.discourse-cdn.com/flex004/user_avatar/forum.convai.com/tyke/32/3026_2.png) [@Tyke](https://forum.convai.com/u/Tyke)
#### Post date: [March 31, 2025, 8:20am UTC](https://forum.convai.com/t/npc-behaviour-before-interruption/3425/2 "2025-03-31T08:20:16Z")

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Hi, I would recommend you to look into the Actions aspect of Convai characters in the Convai documentation, and consider setting up some suitable actions and have them performed randomly when the user is not speaking. I use Unity not Unreal so can’t give you specifics unfortunately.

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### Author: ![1wm5w1ok](https://yyz2.discourse-cdn.com/flex004/user_avatar/forum.convai.com/1wm5w1ok/32/3653_2.png) [@1wm5w1ok](https://forum.convai.com/u/1wm5w1ok)
#### Post date: [April 1, 2025, 2:32pm UTC](https://forum.convai.com/t/npc-behaviour-before-interruption/3425/3 "2025-04-01T14:32:33Z")

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[Documentations for actions](https://docs.convai.com/api-docs/plugins-and-integrations/unreal-engine/guides/actions-guide)

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### Author: ![K3](https://yyz2.discourse-cdn.com/flex004/user_avatar/forum.convai.com/k3/32/2611_2.png) [@K3](https://forum.convai.com/u/K3)
#### Post date: [April 14, 2025, 8:51pm UTC](https://forum.convai.com/t/npc-behaviour-before-interruption/3425/4 "2025-04-14T20:51:41Z")

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Hello @Aaron_Acheneje,

**Welcome to the Convai Developer Forum!**

Thanks for your question. What you’re describing, having the NPC perform background behaviors or actions until spoken to, is actually independent of Convai itself. This kind of behavior would need to be developed directly within your game or application logic.

In a typical setup, your NPC can follow pre-defined routines (like patrolling, sitting, or interacting with the environment) and only switch into a conversational state when specific conditions are met, such as when the player approaches or initiates an interaction.

There’s no need to use Convai’s Action feature for this, since you’re not triggering these behaviors from user input. Think of it like in games such as GTA or Cyberpunk, where NPCs act autonomously but pause and interact when engaged by the player.

We recommend reviewing our Blueprint Integration documentation for more details:  
[Convai Unreal Engine SDK Blueprints](https://docs.convai.com/api-docs/plugins-and-integrations/unreal-engine/guides/blueprint-reference)

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### Author: ![system](https://canada1.discourse-cdn.com/flex004/uploads/convai/original/1X/e60ef96aa7334c5ccf6682f6c6dbc20fcfa96b49.png) [@system](https://forum.convai.com/u/system)
#### Post date: [May 14, 2025, 8:52pm UTC](https://forum.convai.com/t/npc-behaviour-before-interruption/3425/5 "2025-05-14T20:52:01Z")

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