Dynamic Nav Mesh rebuilds incorrectly on World Origin Shift. It must be rebuilding (physics objects, etc) while the origin shift is taking place; then the nav mesh will rebuild at different heights ...
Peripheral Vision Angle values are not being clamped to the maximum supported value if a greater value is entered. ...
FSupportedAreaData is causing an unresolved linker error when it is used. ...
Making a change to the Provide Single Actor function in an EQS Context blueprint does not seem to be saving properly. The EQS Testing Pawn will fail to display any test data if you change the bluepr ...
There is a spelling error in the details panel of Rotate to Face BB Entry node in Behavior Trees. The error is in the tooltip for the Precision property. ...
Crash occurs when the user select an AI-controlled pawn while simulating in viewport. This seems to only occur if the pawn is moving or getting directions from the controller (example, if you selec ...
Error message in log is:CompilerResultsLog:Error: Error MyBTTask_RunBehavior.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl IGameplayTaskOwnerInterface::OnGameplay ...
Tasks in the behavior tree are visually represented as running parallel to one another instead of sequentially when looking at the behavior tree visualizer. This does not seem to have an effect on f ...
AreaID always seems to be empty during the first PIE session after hot-reloading. Only able to test in Dev-Framework CL# 3221683 due to the licensee's project being created in 4.15 and not being b ...
When working with Nav Modifiers in a level that contains objects that have a custom Nav Area class, the prioritization of the modifiers is not consistent. If you notice in the attached project, so ...