Crash when adding a pawn that has a SetSenseEnabled node set to true on Begin Play and then playing the game

Gameplay - AI - Apr 20, 2021

When adding the SetSenseEnabled node to a Pawn and controlling another pawn that has an AIPerceptionStiumuliSource, the editor crashes. I tested using other senses such as Hearing and the crash occu ...

Variables changed in RecastNavMesh Generation tab do not save

Gameplay - AI - Jan 21, 2021

Confirmed this issue in 4.25.4, 4.26, and 4.26.1 therefore it is not a regression. Uploaded logs from 4.25.4 and 4.26.1, the backup logs are before the restart (step 5 in repro steps) ...

Collision boxes always have Navigation Area Class reset to NavArea_Obstacle on project load

Gameplay - AI - Dec 4, 2020

Every time when reopening the project, Nav Area Class on collision geometry gets reset to "NavArea_Obstacle", instead of maintaining its state. ...

Static shape components need to have Dynamic Obstacle set to actually use Area Class

Gameplay - AI - Nov 17, 2020

Many licensees like to use ShapeComponents as blocking volumes instead of proper volumes, as they can be more easily placed and sized in the editor. The docs and code make it sound like it is possib ...

"Get Sense Class for Stimulus" node doesn't return AISense class when using "Make AIStimulus" struct as input

Gameplay - AI - Nov 11, 2020

This issue was reported by an user. I reproed the issue and created this Jira ticket for the user. User was trying to to add values to the 'Stimulus' struct coming straight out from 'On Target Perc ...

Meshs in a hidden sublevel may generate incorrect navmesh

Gameplay - AI - Nov 6, 2020

If the level has hidden sublevels, the regenerated navmesh result appears to have a hidden sublevel mesh placed at the origin. Apparently, the reason is that bNavigationRelevant is no longer consid ...

Disconnecting root node in behavior tree editor has no effect

Gameplay - AI - Aug 27, 2020

I was testing some behavior tree content and wanted to temporarily disable a behavior tree entirely. So, I disconnected the root node from the selector node below it and expected that to disable the ...

Crash playing in a Listen Server PIE session with an EQSTestingPawn in the world

Gameplay - AI - Jun 11, 2020

REGRESSION Was not able to reproduce this in 4.24 Crash occurs when the user attempts to run a networking PIE session in a world containing an EQSTestingPawn actor. I was not able to reproduce thi ...

STAT_AI_BehaviorTree_InstanceMemory is sometimes wildly inaccurate

Gameplay - AI - Jun 10, 2020

From the UDN thread: Turns out this is caused by the way this stat was implemented for the FBehaviorTreeInstance struct: 1) You call IncMemoryStats on construct, before the struct is populated with ...