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. ...
Changes to the Navigation settings aren't saved when edited in the Static Mesh Editor. The values will reset back to default values when the asset is reopened. ...
Black board key names that are longer than 1024 characters will cause a crash ...
StartUsingCustomLink() never gets called in the CrowdManager when an AI with a UCrowdFollowingComponent begins to traverse a NavLinkProxy that has been placed in the world. The link UserID always r ...
After generating HLOD, game launched from launch on device does not run correctly. 4.14 does not seem to have this issue, so this might be a regression. ...