Clicking on a Behavior Tree decorator that references an Enum blackboard key will crash the editor if that Enum has been altered in the method described in the repro steps. If you set decorators to ...
When a behavior tree contains a Run Behavior node, opening the behavior tree marks the asset as "modified" and users would get asked by the editor if they want to save it even when there has been no ...
Use Acceleration for Paths in the movement components appears to be preventing pawns from moving. ...
Changes to the Navigation settings aren't saved when edited in the Static Mesh Editor. The values will reset back to default values when the asset is reopened. ...
Black board key names that are longer than 1024 characters will cause a crash ...
StartUsingCustomLink() never gets called in the CrowdManager when an AI with a UCrowdFollowingComponent begins to traverse a NavLinkProxy that has been placed in the world. The link UserID always r ...
After generating HLOD, game launched from launch on device does not run correctly. 4.14 does not seem to have this issue, so this might be a regression. ...
Causing a Nav Mesh update, such as by moving an actor into the NavMesh that will create a hole, seems to be breaking Nav Link Proxies by preventing characters from being able to use them. ...
Category for a task blueprint(BTTask_BuleprintBase) does not appear in behavior tree's context menu after reopening a project, if the task is not placed in the behavior tree. User needs to open the ...
The Nav Mesh is appearing in the editor, but not appearing during PIE when its Z value is set to a size similar to the floor size that it is generating on. Making the Nav Mesh Bounds Volume taller ...