Switching levels requires paths to be rebuilt for show navigation to work if Agent radius has been changed

UE - AI - Nov 2, 2016

Switching levels requires paths to be rebuilt for show navigation to work if Agent radius has been changed ...

AI Perception does not detect multiple actors across multiple sublevels

UE - AI - Oct 26, 2016

AI Perception does not detect multiple actors across multiple sublevels. It appears that sublevels recognize the persistent level actors but do not recognize other sublevel actors. In the sample pro ...

User is not able to use Create Comment shortcut in BT/EQS editors

UE - AI - Oct 25, 2016

User is not able to use the Create Comment shortcut (C by default) to create a comment in either the Behavior Tree or EQS editor graphs. This works in blueprint graphs and makes adding comments eas ...

Cannot add comment to EQS editor

UE - AI - Oct 25, 2016

User is not able to create a comment in the EQS editor. This prevents them from organizing and providing information on the asset's logic. ...

Nav Modifier Volume Not Affecting Nav Mesh Until it is Moved

UE - AI - Oct 21, 2016

Nav Modifier volumes are not affected the nav mesh until they are moved from their initial placement position. Found in 4.13.1. Reproduced in 4.12.5 and 4.15 Main CL 3163223 This is similar to [Li ...

ENGINE: CRASH: One off Editor Crash with ANavLinkProxy::GetComponentsBoundingBox() navlinkproxy.cpp:189

UE - AI - Oct 20, 2016

One off editor crash. [Link Removed] Error Message Access violation - code c0000005 (first/second chance not available) Call Stack of Most Recent Crash ANavLinkProxy::GetComponentsBoundingBox() na ...

Crash Occurs When Running EQS Query on Mobile

UE - AI - Oct 19, 2016

Deploying a project to a mobile device that runs an EQS Query is causing the game to crash on the device. This has been tested with a Galaxy Note 4 and iPhone 5s. Attached are the logs from the de ...

Nav Modifier Volumes continue to affect navigation when the sublevel is removed

UE - AI - Oct 13, 2016

Nav mesh is still affected by a nav modifier volume when added to a sublevel and then the sub level is removed. Topdown character will not move into the space affected by Nav Modifier volume so not ...

Nav Mesh Not Generating on Static Mesh Created From BSP

UE - AI - Oct 12, 2016

Nav Mesh is not being generated on a static mesh that was converted from a BSP. Found in 4.13.1. Reproduced in 4.12.5 and 4.14 Main CL 3156733 Attached is a screenshot showing the difference betw ...

Show Navigation appears to fail if the Agent Radius is 40 or higher

UE - AI - Oct 7, 2016

Show Navigation appears to fail if the Agent Radius is 40 or higher ...