The user cannot add new keys to the black board if the behavior tree was created first. The user can click add new key and then attempt to select a variable but the variable will not be added. ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
Using simple move to location in sublevels causes the blueprint not to respond or function correctly. ...
Adjusting the RecatNavMesh in a map can cause the AI to not move when simulating or playing in viewport. Setting it back to the default value does not fix the issue. I can only reproduce this with ...
A behavior tree task created in code will break in the editor behavior tree. The BTTask node shows as red and says that the class cannot be found. Node must be deleted and replaced to fix the erro ...
Visual logger cleanup should remove only redirections registered from that single world, leaving others intact (e.g. created for editor world) ...
If the persistent level is open and a user attempts to open a sublevel that contains a navmesh, the editor will freeze and then crash. Frequency: 3/3 Crashreporter: N/A ...
If the user spawns the character on the edge of a nav mesh after selecting a destination for the character, the character will then ignore any information given by the Nav mesh and it will then head ...
Destroying a Character's CapsuleComponent while Use RVOAvoidance is enabled in the CharacterMovement component will crash the editor. Crash Report: [Link Removed] ...
Lots of details on the related UDN thread. In short, Navigation System is not handling properly deep component hierarchies. I've added a test map for this to AIProject, it's ComponentHierarchyOnNa ...