Basically it uses unchecked pointers in couple of places, which in some use-cases simply crashes. ...
Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...
This is in general not encouraged, but should not crash. The reason it's crashing is that in UBehaviorTreeComponent::Tick we process node ticks first and then try to access InstanceStack[ActiveInst ...
If a user manually created a UBehaviorTreeComponent for his custom AI controller, but forgets to set AIController.BrainComponent to point at that BT component then a fair amount of assumptions break ...
NavLinkProxy does not react to changes to LinkDirection in the editor. it also seems that link direciton setup doesn't get applied even when link's update is forces by moving NavLinkProxy actor. ...
If a user opens gameplay debugger ( ' pressed while in PIE), all print string outputs to screen disappear, and will no longer appear during any PIE session until editor is closed and re-opened. Wo ...
The volume does accept the change and if it gets moved the navmesh will rebuild with new area set. The core issue is that setting NavModifierVolume.AreaClass at runtime does not notify navigation sy ...
User reported an issue with BB key filtering while using BTTask_RunEQSQuery. The filtering was inconsistent, sometimes filtering out keys of not matching type, sometimes not. User also reported sele ...
While investigating an issue with enum comparisons breaking when the enum changes, I discovered that the comparison will not return true if set to "contains NOT EQUAL values" and the values are not ...
Seems that by manipulating blackboard key selector in BTNode_RunEQSQuery one can lose values set, and make BB key selection lose it's filtering (runt eqs should accept only locations and actor here ...