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 ...
When using a fairly large level the Dynamic setting for the Nav mesh generation can cause large drops in frame rates. (Example: 120 fps when running Dynamic with Modifiers only to 42 fps with Dynami ...
Pawns using Floating Pawn Movement will teleport to the location specified in Move To Location. From fix CL 2619989: "Fixed FloatingPawnMovement component's issue when controlling AI pawn. Basicall ...