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 ...
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. ...
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 ...
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 ...
AIController.StopMovement needs to be exposed to BP. ...
Behavior tree observers do not notice the OnValueChanges ...
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. ...
Error Cannot override 'BTService_BlueprintBase::ReceiveTick' at Event Receive Tick which was declared in a parent with a different signature ...
dtNavMeshQuery::findNearestPoly uses hardcoded array size which results in errors when search radius would require using more polygons then hardcoded the 128. ...
User Description: "I'm trying to implement AI and following zoombapup's Guard AI YT tutorials. Whatever I do within Blackboard crashes the engine. Yes even a single click on Self key. Here's the dum ...