Minor memory leaks in Recast code

UE - AI - Apr 19, 2016

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). ...

Behavior tree subtree switch reported as hitching

UE - AI - Apr 4, 2016

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 ...

Can Ever Affect Navigation Option Being Reset Upon PIE

UE - AI - Mar 29, 2016

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 ...

Behavior tree ignores decorator's execution request when it occurs during latent task abort

UE - AI - Mar 11, 2016

UBehaviorTreeComponent::IsExecutingBranch needs to include task state ...

Smart Links are Removed During Dynamic NavMesh Regeneration

UE - AI - Feb 24, 2016

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 navigation

UE - AI - Feb 23, 2016

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 ...

Crash Occurs in UAIPerceptionSystem::UnregisterSource When Exiting PIE

UE - AI - Feb 17, 2016

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 ...