NevMesh cuts out holes for collision incorrectly with Skeletal Meshes. Skeletal Meshes with "Can Ever Affect Navigation" set to true and that have a Physics Asset are capable of causing this. ...
Changes to Agent Radius are ignored if the navigation is rebuilt during runtime. Agent Radius is changed to the default value of 50. ...
A number of issues with MoveToActor have been observed in 4.7.2, including: 1. Not updating path on goal actor's move 2. hitting obstacles after path updating ...
This issue makes BP BT decorators not being able to run condition checking every tick. The core issue is here: bool UBTDecorator_BlueprintBase::GetShouldAbort(UBehaviorTreeComponent& OwnerComp) co ...
Hear events are never fired while See events are fired. They are mutually exclusive, with See events taking priority if both happen. ...
When a raw NavModifierComponent gets added to a character it cuts a hole in the navmesh (as expected) but doesn't update the location with character's movement. And it should. ...
The new AI Perception system's BP API, marketed in release notes, depends on UAIPerceptionComponent::GetActorsPerception, that, as one AnswerHub user points out, is useless due to a buggy condition ...
Navmesh breaks and repeats pattern from individual landscape section when a project is updated to 4.7.2 and then build or build paths is pressed. ...
USER DESCRIPTION: Every time I check "Enable Drawing" in project settings, save all, close the editor then open it again -> Enable Drawing is unchecked. Why? Is there some other place when this opti ...
USER DESCRIPTION: Every time I check "Enable Drawing" in project settings, save all, close the editor then open it again -> Enable Drawing is unchecked. Why? Is there some other place when this opti ...