Using AI Detour in 4.9.2 works as expected, however, when upgrading a project from 4.9.2 to a newer version, the AI pawns fail to properly navigate around each other when moving to their respective ...
Static navmesh shouldn't be auto created in game world. Can be only loaded in with level. ...
CustomLinkComponent has uninitialized bounds and can't attach itself properly to NavLinkProxy owner because that actor is not relevant for navigation without at least one point-point link. Relevancy ...
Check UDN for details:FindPath repathing on partial path overrides Error result (missing path reset)FindPath doesn't update last repath time, although it does set initial value for newly created one ...
FPathFindingQuery seems to be best candidate ...
Attached UDN thread and user's project nail the issue down really well. ...
A Behavior Tree reference to a Blackboard Key will become invalid when the name of the Key is changed in the Blackboard. Clicking on the Behavior Tree node that references the key will update the ke ...
Aborting instance (subtree) needs to be stored and ticked. ...
If a pawn in the level is using a custom AI Controller that sets the AIPerceptionComponent in code, the editor will crash on PIE after a hot reload. CrashReporter: [Link Removed] ...
AI does not respect direction on nav link proxies when direction is set to "Left to Right" or "Right to Left", it continues to use both directions equally. ...