When using a partial path, the AI Character is still taking the acceptance radius into account. ...
Found while I was fixing up other content, that Behavior Tree assets are being marked dirty by just opening them into sub editor. ...
If an AI is moving between points in the persistent level but is located within a sublevel and the sublevel is set to not visible, there is a chance that the editor will eventually crash. Setting Is ...
Running an EQS for something such as finding a random point on a grid will not generate results on multiple floors. See the attached screenshot for an example. Was unable to reproduce in 4.11.2 d ...
Setting the avoidance group using the Set Avoidance Group node does not set the value of the group selected to true inside of the Avoidance Group struct. ...
Attempting to compare a blackboard key type using an equals node always returns false. In the setup in the attached project, there is a task that contains a public Blackboard Key Selector variable. ...
Behavior Tree Decorators are not aborting when observer aborts is set in the Behavior Tree. Setting Observer Aborts inside of the Decorator blueprint causes it to work as expected. Found in 4.12.2. ...
ECC_WorldStatic is being used, while ECC_Visiblity would be more appropriate. Ideally we should make it configurable via project settings. ...
Characters using Move to Location or Actor will briefly pause with each few steps during their movement. This did not occur in 4.11.2 binary, this is a regression. Found in 4.12.1 binary. Reproduc ...
The editor crashes when pasting a comment box from a blueprint into a behavior tree. Found in 4.12.1 binary. Reproduced in 4.11.2 binary and Main CL 3005971 Source Context94 95 fo ...