Attaching a component to a socket on a character causes MoveTo to move incorrectly

UE - AI - Nov 11, 2015

When an AI controlled character has a component attached to a socket on it's mesh, MoveTo will move in a sporadic way, making the character move rapidly in random directions on its way to its destin ...

NavMesh Not Updating When Collision is Manually Added to/Removed From a Static Mesh

UE - AI - Nov 9, 2015

When you add or remove collision manually, the NavMesh will not update, even after rebuilding paths. The only way to get the NavMesh to update when collision is changed manually is to restart the ed ...

NavArea blueprints in Develops folders appear to have no affect

UE - AI - Nov 6, 2015

If the user creates two NavArea Blueprints (one in the content folder and the other in a developer folder) if one is inside of a developer folder then it will appear to have no affect when it comes ...

UAIPerceptionStimuliSourceComponent never registers with required senses

UE - AI - Nov 6, 2015

UAIPerceptionStimuliSourceComponent::OnRegister tries to remove nulls from RegisterAsSourceForSenses but the condition in RemoveAllSwap is wrong. It should be SenseClass == nullptr instead. ...

Navigation System leaks memory when dynamic navmesh is used

UE - AI - Nov 5, 2015

I was able to repro it locally with any project configured for runtime navmesh generation. Loading an empty and navigation-populated maps in turns results in constant increase in navigation memory c ...

Behavior Trees cannot be saved if the Blackboard assigned to it was opened before opening the Behavior Tree from the Content Browser

UE - AI - Nov 2, 2015

Behavior Trees cannot be saved if the Blackboard assigned to it was opened before opening the Behavior Tree from the Content Browser. Reproduced in 4.8.3 binary, 4.9.2 binary, 4.10 Preview 3 binary ...

Injected behavior tree decorators sometimes can't access their memory block

UE - AI - Oct 30, 2015

Easiest repro with stack: NotifyDecorator (print on ReceiveExecutionStart) injected: Blackboard condition injected: NotifyDecorator works without Blackboard one in between ...

Detour AI Controller Not Functioning Properly

UE - AI - Oct 30, 2015

Using AI Detour in 4.9.2 works as expected, however, when upgrading a project from 4.9.2 to a newer version, the AI pawns fail to properly navigate around each other when moving to their respective ...

Uninitialized navmesh actor is created when loading a map without one

UE - AI - Oct 28, 2015

Static navmesh shouldn't be auto created in game world. Can be only loaded in with level. ...

NavLinkProxy actor doesn't register smart links

UE - AI - Oct 26, 2015

CustomLinkComponent has uninitialized bounds and can't attach itself properly to NavLinkProxy owner because that actor is not relevant for navigation without at least one point-point link. Relevancy ...