Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator

UE - AI - Jun 16, 2015

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 Radius is not deprecated, but marked to be deprecated

UE - AI - Jun 16, 2015

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 ...

Deriving a class from UBlackboardData results in runtime check failures

UE - AI - Jun 15, 2015

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 ...

Crash on aborting main task of behavior tree's parallel node

UE - AI - Jun 12, 2015

It seems that we're getting an intermittent crash when killing a pawn that's executing a parallel node. It's crashing in BehaviourTree.cpp on this code: UpdateInstance.ParallelTasks[ParallelTaskId ...

Most GetActorFeetLocation should be turned into GetActorNavLocation

UE - AI - Jun 5, 2015

In most places in PathFollowingComponent calls to GetActorFeetLocation should be turned into GetActorNavLocation for flexibility's sake. However, it's not trivial and will require some thought. ...

A Blueprint containing a child actor component containing another Blueprint that derives from NavLinkProxy does not provide a nav path when a project is opened until paths are rebuilt

UE - AI - Jun 1, 2015

If a Blueprint is derived from NavLinkProxy, and then that Blueprint is added to another Blueprint as a ChildActorComponent, the second Blueprint's Smart Link functionality will not work when the pr ...

NavLinkCustomComponent fail to register if loaded with the level

UE - AI - May 29, 2015

NavLinks are failing to work due to UNavLinkCustomComponent::OnRegister being called before the creation of the UNavigationSystem. This results in the NavLinkUserID remaining 0 and the link never tr ...

There's no way to stop AI's movement from blueprints

UE - AI - May 28, 2015

AIController.StopMovement needs to be exposed to BP. ...

Behavior tree observers don't work with OnValueChange mode

UE - AI - May 25, 2015

Behavior tree observers do not notice the OnValueChanges ...

AIPerceptionComponent's DominantSense is not being used

UE - AI - May 25, 2015

It seems there's a bug in AIPerceptionComponent that results in information about dominant sense never getting processed and all derived data doesn't get set. DominantSenseID doesn't get set. ...