NavLinkCustomComponent fail to register if loaded with the level

UE - AI - May 29, 2015

NavLinks are failing to work due to UNavLinkCustomComponent::OnRegister being called before the creation of the UNavigationSystem. This results in the NavLinkUserID remaining 0 and the link never tr ...

There's no way to stop AI's movement from blueprints

UE - AI - May 28, 2015

AIController.StopMovement needs to be exposed to BP. ...

Behavior tree observers don't work with OnValueChange mode

UE - AI - May 25, 2015

Behavior tree observers do not notice the OnValueChanges ...

AIPerceptionComponent's DominantSense is not being used

UE - AI - May 25, 2015

It seems there's a bug in AIPerceptionComponent that results in information about dominant sense never getting processed and all derived data doesn't get set. DominantSenseID doesn't get set. ...

Potential BB-observing mechanics issue with BP implementable BT decorators

UE - AI - May 19, 2015

Error Cannot override 'BTService_BlueprintBase::ReceiveTick' at Event Receive Tick which was declared in a parent with a different signature ...

dtNavMeshQuery::findNearestPoly uses hardcoded array size

UE - AI - May 18, 2015

dtNavMeshQuery::findNearestPoly uses hardcoded array size which results in errors when search radius would require using more polygons then hardcoded the 128. ...

Blackboard interaction crashes engine

UE - AI - May 15, 2015

User Description: "I'm trying to implement AI and following zoombapup's Guard AI YT tutorials. Whatever I do within Blackboard crashes the engine. Yes even a single click on Self key. Here's the dum ...

Navmesh streaming code is easy to crash

UE - AI - May 11, 2015

Basically it uses unchecked pointers in couple of places, which in some use-cases simply crashes. ...

Cannot disable the NavLinkProxy through the Smart Link option

UE - AI - May 6, 2015

Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...

Calling UBehaviorTreeComponent::StopTree from a BT node can result in a crash

UE - AI - Apr 30, 2015

This is in general not encouraged, but should not crash. The reason it's crashing is that in UBehaviorTreeComponent::Tick we process node ticks first and then try to access InstanceStack[ActiveInst ...