EQS Context Provide Single Actor Not Saving Updates

UE - AI - Jan 16, 2017

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 ...

Spelling Error in Rotate to Face BB Entry Node Tooltip

UE - AI - Jan 16, 2017

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 selecting AI-controlled pawn while simulating

UE - AI - Dec 28, 2016

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 ...

Compile failure adding BTTask_RunBehavior C++ class to project

UE - AI - Dec 22, 2016

Error message in log is:CompilerResultsLog:Error: Error MyBTTask_RunBehavior.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl IGameplayTaskOwnerInterface::OnGameplay ...

Behavior Tree Visualizer Runs Sequence Tasks in Parallel

UE - AI - Dec 19, 2016

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 ...

AreaFlags Empty During First PIE Session After Hot Reloading

UE - AI - Dec 12, 2016

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 ...

Inconsistent Prioritization of Navigation Modifiers

UE - AI - Dec 12, 2016

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 ...

Switching levels requires paths to be rebuilt for show navigation to work if Agent radius has been changed

UE - AI - Nov 2, 2016

Switching levels requires paths to be rebuilt for show navigation to work if Agent radius has been changed ...

AI Perception does not detect multiple actors across multiple sublevels

UE - AI - Oct 26, 2016

AI Perception does not detect multiple actors across multiple sublevels. It appears that sublevels recognize the persistent level actors but do not recognize other sublevel actors. In the sample pro ...

User is not able to use Create Comment shortcut in BT/EQS editors

UE - AI - Oct 25, 2016

User is not able to use the Create Comment shortcut (C by default) to create a comment in either the Behavior Tree or EQS editor graphs. This works in blueprint graphs and makes adding comments eas ...