If a user opens gameplay debugger ( ' pressed while in PIE), all print string outputs to screen disappear, and will no longer appear during any PIE session until editor is closed and re-opened. Wo ...
The volume does accept the change and if it gets moved the navmesh will rebuild with new area set. The core issue is that setting NavModifierVolume.AreaClass at runtime does not notify navigation sy ...
User reported an issue with BB key filtering while using BTTask_RunEQSQuery. The filtering was inconsistent, sometimes filtering out keys of not matching type, sometimes not. User also reported sele ...
While investigating an issue with enum comparisons breaking when the enum changes, I discovered that the comparison will not return true if set to "contains NOT EQUAL values" and the values are not ...
Seems that by manipulating blackboard key selector in BTNode_RunEQSQuery one can lose values set, and make BB key selection lose it's filtering (runt eqs should accept only locations and actor here ...
The NavMesh creates breaks at the wrong rotation if the mesh is using collision created from outside of UE4. This is obvious in a lot of the market content with special collision created in maya/3d ...
Editor-time changes to parent BB asset do not get propagated to derived BB assets. ...
User reported a crash in UAISense_Hearing::OnListenerRemovedImpl when perception listener is being removed as a response to DestroyActor call. ...
When you use MoveTo BT node, with a target set as Actor and your AIController is DetourCrowdAIController, the AI pawn will update its goal destination much less frequently. Instead of constantly fo ...