Visual logger cleanup should remove only redirections registered from that single world, leaving others intact (e.g. created for editor world) ...
If the persistent level is open and a user attempts to open a sublevel that contains a navmesh, the editor will freeze and then crash. Frequency: 3/3 Crashreporter: N/A ...
If the user spawns the character on the edge of a nav mesh after selecting a destination for the character, the character will then ignore any information given by the Nav mesh and it will then head ...
Destroying a Character's CapsuleComponent while Use RVOAvoidance is enabled in the CharacterMovement component will crash the editor. Crash Report: [Link Removed] ...
Lots of details on the related UDN thread. In short, Navigation System is not handling properly deep component hierarchies. I've added a test map for this to AIProject, it's ComponentHierarchyOnNa ...
It's showing up when you start Play using main window, but disappears after finishing play session - should be consistent with main BehaviorTree editor window. ...
In GameInstance.cpp when the Navigation System is created it calls... UNavigationSystem::InitializeForWorld This in turn ends up calling... GatherNavigationBounds(); This goes through all ...
When exiting PIE the Behavior Tree Service Deactivation is called after Blackboard Component is destroyed. ...
Static mesh components of blueprints with "Is Dynamic Obstacle" set to true do not correctly affect navigation when standalone mode is initially run. Once another object is moved and the navmesh is ...
When using the shortcut Crtl+W to copy a blackboard node within a behavior tree the editor will crash ...