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. ...
Setting AIPerception component Senses Config to AI Damage / AI Prediction / AI Team sense config will cause the editor to crash on Play. This may be related to [Link Removed] Crash Reporter [Link ...
If an AIPerception component is added to an actor and given one element set to either AI Hearing / AI Sight / AI Touch config then the game will crash once Request Stimuli Listener Update is called ...
With Generate Navigation Only Around Navigation Invokers enabled and Runtime Generation set to Dynamic Modifiers Only, AI characters with Navigation Invokers do not generate a nav mesh around them i ...
The user cannot add new keys to the black board if the behavior tree was created first. The user can click add new key and then attempt to select a variable but the variable will not be added. ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
Using simple move to location in sublevels causes the blueprint not to respond or function correctly. ...
Adjusting the RecatNavMesh in a map can cause the AI to not move when simulating or playing in viewport. Setting it back to the default value does not fix the issue. I can only reproduce this with ...
A behavior tree task created in code will break in the editor behavior tree. The BTTask node shows as red and says that the class cannot be found. Node must be deleted and replaced to fix the erro ...