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 ...
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 values are not being clamped to the maximum supported value if a greater value is entered. ...
FSupportedAreaData is causing an unresolved linker error when it is used. ...
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 ...
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 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 ...
Error message in log is:CompilerResultsLog:Error: Error MyBTTask_RunBehavior.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl IGameplayTaskOwnerInterface::OnGameplay ...
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 ...