Setting properties for a static meshes Navigation Collision and then reopening the mesh causes them to be reset. This does not appear to occur in 4.14.3. This is a regression. ...
EQS Generators are becoming blank after deleting and undoing the node and restarting the editor. Any tests placed on the generator are still visible, but the information on the generator node is bla ...
Area Class and Is Dynamic Obstacle properties do not seem to be saved on static meshes under certain conditions. I was able to reproduce this issue 3/5 times that I tested it. It seems that if the ...
Values set on Blackboard Keys are persisting after stopping and starting a new PIE session. Restarting the editor sets these values back to NULL. ...
Destroying an AI Controller does not seem to remove it from the world. The controller will still remain in the World Outliner even after Destroy is called. Attempting to get the AI Controller after ...
AI Controllers' Possess function is being called when opening a blueprint that has the Auto Possess AI option set to Spawned. ...
Nav Link Components are not respecting transform changes inside of the blueprint's viewport. They will always originate from the Actor's origin point. ...
Clicking on a Behavior Tree decorator that references an Enum blackboard key will crash the editor if that Enum has been altered in the method described in the repro steps. If you set decorators to ...
When a behavior tree contains a Run Behavior node, opening the behavior tree marks the asset as "modified" and users would get asked by the editor if they want to save it even when there has been no ...
Use Acceleration for Paths in the movement components appears to be preventing pawns from moving. ...