This needs investigation, but I think I've stumbled on it while working on GDC map as well - with tiles small enough navmesh stopped generating even though we should be within the huge limits we hav ...
if I place a mesh with "Can Ever Affect Navigation" set to true, then set it to false, it will leave the NavMesh with a bugged "hole" that AI does not path around correctly (causing the "Blocked" er ...
https://answers.unrealengine.com/questions/198619/get-random-point-in-radius-does-not-work-properly.html "Get Random Point In Radius" will leave one square sector empty. Seems like it creates patch ...
"Navmesh needs to be rebuilt" shows up during runtime navmesh generation ...
Access violation - code c0000005 (first/second chance not available) UE4Editor_Engine!UNavMeshRenderingComponent::GatherData() + 18874 bytes [e:\downloads\unrealengine-4.7\unrealengine-4.7\engine\s ...
NevMesh cuts out holes for collision incorrectly with Skeletal Meshes. Skeletal Meshes with "Can Ever Affect Navigation" set to true and that have a Physics Asset are capable of causing this. ...
Changes to Agent Radius are ignored if the navigation is rebuilt during runtime. Agent Radius is changed to the default value of 50. ...
A number of issues with MoveToActor have been observed in 4.7.2, including: 1. Not updating path on goal actor's move 2. hitting obstacles after path updating ...
This issue makes BP BT decorators not being able to run condition checking every tick. The core issue is here: bool UBTDecorator_BlueprintBase::GetShouldAbort(UBehaviorTreeComponent& OwnerComp) co ...
Hear events are never fired while See events are fired. They are mutually exclusive, with See events taking priority if both happen. ...