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 ...
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 ...
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::OnRegister tries to remove nulls from RegisterAsSourceForSenses but the condition in RemoveAllSwap is wrong. It should be SenseClass == nullptr instead. ...
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. Reproduced in 4.8.3 binary, 4.9.2 binary, 4.10 Preview 3 binary ...
Easiest repro with stack: NotifyDecorator (print on ReceiveExecutionStart) injected: Blackboard condition injected: NotifyDecorator works without Blackboard one in between ...
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 ...
Static navmesh shouldn't be auto created in game world. Can be only loaded in with level. ...
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 ...