Dynamic NavMesh disappears when loading/unloading SubLevels

UE - AI - Nov 9, 2018

A DynamicNavMesh within a NavMeshBoundsVolume placed in a SubLevel will disappear if loading/unloading another SubLevel that has completely nothing to do with the DynamicNavMesh. Using a setup with ...

AIController can't properly unpossess character

UE - AI - Nov 5, 2018

There seems to be a bug with the Possess\Unpossess events. Because if you change the last node in "PossessCharacter", which is created in PlayerController(called "PC"), to Unpossess the AI still con ...

GetRandomReachablePointInRadius is displaying non reachable points when radius float values exceed 6000

UE - AI - Oct 31, 2018

When creating an Actor, and placing them inside of a geometric obstacle. GetRandomReachablePointInRadius is giving only non reachable points. The behavior happens when we set our navigational mesh b ...

Navmesh doesn't work in a Packaged Build if it was placed in a Sublevel

UE - AI - Oct 19, 2018

Once packaged, a persistent level is unable to create navmesh data properly if the navmesh bounds volumes are only present in its sublevels. The issue can be traced to the UNavigationSystemV1::IsThe ...

Float value of AIDataProvider_QueryParams is cast faild

UE - AI - Oct 9, 2018

IntValue and BoolValue is always indefinite value in UAIDataProvider_QueryParams::BindData(). Attach the result of Watch in VS. ...

GameplayTask classes that have a BeginSpawningActor function never call the Activate function

UE - AI - Oct 3, 2018

A class that inherits from GameplayTask which also has a BeginSpawningActor function will not have its Activate function fired properly. Removing this function causes it to fire properly. Regressio ...

Missing Service Node warning when opening project

UE - AI - Sep 24, 2018

Services in the Behavior Tree sometimes don't work when the project is first loaded. The Behavior Tree will print a "missing service node" warning and the BT will remain inactive. This was reported ...

NavLink component does not account for the cost of the path set by AreaClass

UE - AI - Sep 6, 2018

In the test case, the NavLink component has a navigation cost of 1000000000. When the AI navigates to the NavLink the printed cost is only 2677. It is believed that the AreaClass isn't being taken i ...

Characters using NavWalking on server have noticeable jitter on clients at lower framerates

UE - AI - Aug 23, 2018

AI nav walking doesn't allow clients to set a "Base" for the character (SetBase from UpdateFloorFromAdjustment), so there is no floor result on frames where there is a net update. This causes simula ...

RecastNavMesh is not generated at loaded sublevel

UE - AI - Aug 16, 2018

RecastNavMesh is not generated at the sub level dynamically added in C ++ in 4.20. In 4.18, 4.19 it was generated normally. Probably, changes to the large number about NavMesh systems from 4.19 to ...