A warning is needed before allowing users to uncheck update Navigation Automatically. A user has done so and then created a nav mesh that was 1,000,000 by 1,000,000 in size and they can no longer op ...
Engine.AIControllerClassName is being used in APawn's CDO creation, and if game-side AIController class is indicated it may not be available yet, which results in APawn not having AIControllerClass ...
When project is set up for Dynamic Modifiers Only navmesh generation the pathfinding simply doesn't work (due to missing navmesh). It does get generated properly in the editor, but is no longer ther ...
CrashReporter: [Link Removed] The Navmesh Modifier Component in blueprints does not properly update a levels navmesh. ...
AI character in user project does not react to behavior tree commands when spawned during play. In the specific example attached, the first pawn works correctly, but when removed from play and a n ...
Used to be possible, but we've added BrainComponent's stopping in AIController::UnPosses. Add a flag to AIController that will allow user to specify that he doesn't want logic to get stopped when ...
A crash occurs after dragging an 'Empty Character' actor into the viewport and attempting to add the 'PuzzlePlayerController' as a component by dragging it into the components list via the 'Details' ...
Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator. Crashreporter info: [Link Removed] ...
Get Random Point in Raduis is being replaced by Get Random Reachable Point in Raduis. In the code it is marked, commented and all but actually completely deprecated. Just needs to be pulled out com ...
It needs to be either supported, or UBlackboardData should not show up in lists of valid parent classes. I'm not sure the latter is possible at all, so we should at least patch it up so that that ru ...