It seems there's a fair amount of allocations in Recast code that allocate n elements, but release the memory with as a single element (delete ptr). ...
Setup described in UDN post: parent tree: root - selector - run behavior task subtree: root - sequence - custom BP task with just print string repro: print string message (engine tick) is showing u ...
Upon PIE, the Can Ever Affect Navigation option is being reset on the capsule component of an empty character. Dragging the empty character into the level, setting the option to true, and then playi ...
UBehaviorTreeComponent::IsExecutingBranch needs to include task state ...
Smart links disappear whenever the Nav Mesh regenerates while using Dynamic Runtime Generation. For example, if you have a dynamic object that is constantly moving and causing the Nav Mesh to rebuil ...
Setting Layer Partitioning or Region Chunk Splits to ChunkyMonotone causes hitching in movement and navigation. The player will get caught on level geometry and temporarily halt or jitter in movemen ...
User Description: The Perception System crashes when exiting PIE on UAIPerceptionSystem::UnregisterSource. It doesn't check for null sense classes which are there by design I suppose. I transition m ...