Category for BTTask_BuleprintBase does not appear after reopening a project

UE - AI - Feb 9, 2017

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 ...

NavMesh Generates In-Editor But Not During PIE

UE - AI - Feb 7, 2017

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 ...

Dynamic Nav Mesh rebuilds incorrectly on World Origin Shift

UE - AI - Jan 30, 2017

Dynamic Nav Mesh rebuilds incorrectly on World Origin Shift. It must be rebuilding (physics objects, etc) while the origin shift is taking place; then the nav mesh will rebuild at different heights ...

Peripheral Vision Angle Value Not Being Clamped

UE - AI - Jan 25, 2017

Peripheral Vision Angle values are not being clamped to the maximum supported value if a greater value is entered. ...

FSupportedAreaData Not Being Exported

UE - AI - Jan 17, 2017

FSupportedAreaData is causing an unresolved linker error when it is used. ...

EQS Context Provide Single Actor Not Saving Updates

UE - AI - Jan 16, 2017

Making a change to the Provide Single Actor function in an EQS Context blueprint does not seem to be saving properly. The EQS Testing Pawn will fail to display any test data if you change the bluepr ...

Spelling Error in Rotate to Face BB Entry Node Tooltip

UE - AI - Jan 16, 2017

There is a spelling error in the details panel of Rotate to Face BB Entry node in Behavior Trees. The error is in the tooltip for the Precision property. ...

Crash selecting AI-controlled pawn while simulating

UE - AI - Dec 28, 2016

Crash occurs when the user select an AI-controlled pawn while simulating in viewport. This seems to only occur if the pawn is moving or getting directions from the controller (example, if you selec ...

Compile failure adding BTTask_RunBehavior C++ class to project

UE - AI - Dec 22, 2016

Error message in log is:CompilerResultsLog:Error: Error MyBTTask_RunBehavior.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl IGameplayTaskOwnerInterface::OnGameplay ...

Behavior Tree Visualizer Runs Sequence Tasks in Parallel

UE - AI - Dec 19, 2016

Tasks in the behavior tree are visually represented as running parallel to one another instead of sequentially when looking at the behavior tree visualizer. This does not seem to have an effect on f ...