Gameplay Debugger is hijacking the Canvas

UE - AI - Jul 14, 2015

The bug users reported in the attached thread is the one we talked about earlier that results in Gameplay Debugger hijacking the Canvas and not allowing anyone else to print on it (most notably the ...

EnableGDT does not work correctly in PIE

UE - AI - Jul 13, 2015

The console command "EnableGDT" will bring up the GDT menu, however no information will be updated. The screen gains the menus for GDT however no functionality seems to exist. Workaround: press ' ...

A warning is needed for turning off "Update Navigation Automatically", large nav meshes can cause crashes

UE - AI - Jul 7, 2015

A warning is needed before allowing users to uncheck update Navigation Automatically. A user has done so and then created a nav mesh that was 1,000,000 by 1,000,000 in size and they can no longer op ...

Engine.AIControllerClassName doesn't work when pointing at game-specific controller class

UE - AI - Jun 29, 2015

Engine.AIControllerClassName is being used in APawn's CDO creation, and if game-side AIController class is indicated it may not be available yet, which results in APawn not having AIControllerClass ...

DynamicModifiersOnly navmesh generation mode doesn't work

UE - AI - Jun 22, 2015

When project is set up for Dynamic Modifiers Only navmesh generation the pathfinding simply doesn't work (due to missing navmesh). It does get generated properly in the editor, but is no longer ther ...

Blueprint navmesh modifier does not update navmesh in level

UE - AI - Jun 21, 2015

CrashReporter: [Link Removed] The Navmesh Modifier Component in blueprints does not properly update a levels navmesh. ...

AI character does not recognize controller/behavior tree input when spawned during game

UE - AI - Jun 21, 2015

AI character in user project does not react to behavior tree commands when spawned during play. In the specific example attached, the first pawn works correctly, but when removed from play and a n ...

No way to keep AIController's logic running while it's switching controlled pawns

UE - AI - Jun 17, 2015

Used to be possible, but we've added BrainComponent's stopping in AIController::UnPosses. Add a flag to AIController that will allow user to specify that he doesn't want logic to get stopped when ...

Crash from FGameplayDebugger when pressing PIE after Dragging PlayerController to Empty Player Component

UE - AI - Jun 16, 2015

A crash occurs after dragging an 'Empty Character' actor into the viewport and attempting to add the 'PuzzlePlayerController' as a component by dragging it into the components list via the 'Details' ...