There is a difference in implementation and set of checks that are made in GetKnownPerceivedActors() depending on if you use specific SenseClass or leave it as nullptr (so it will return info for al ...
When you create a NavMeshBoundsVolume, it automatically creates a RecastNavMesh-Default. You can change the settings of the nav mesh there. However when you change settings of this RecastNavMesh it ...
Hierarchical Instanced Static Meshes are partially ignored after building the navigation mesh. This is causing the navmesh to be generated within all or part the HISM instead of around it. This ...
There is a performance difference between spawning and placing AI into a level. This is causing issues when spawning/despawning AI actors in a large open world, where 4-5ms of frame time quickly bui ...
In the project is Behavior Tree that implements some tasks, decorators and services, but for some reason, two of my tasks nodes gets initialized with all the pointers to their services set to null, ...
Editing the bCanEverAffectNavigation flag on an Actor Blueprint is propagating the value of the property to the Blueprint instance, but fails to properly update the navmesh according to the new valu ...
When setting a C++ class that's derived from CrowdManager as the "Crowd Manager Class", will cause the "Crowd Manager Class" value to be set to "None" when the Editor is restarted. This issue was r ...
A DynamicNavMesh within a NavMeshBoundsVolume placed in a SubLevel will disappear if loading/unloading another SubLevel that has completely nothing to do with the DynamicNavMesh. Using a setup with ...
There seems to be a bug with the Possess\Unpossess events. Because if you change the last node in "PossessCharacter", which is created in PlayerController(called "PC"), to Unpossess the AI still con ...
When creating an Actor, and placing them inside of a geometric obstacle. GetRandomReachablePointInRadius is giving only non reachable points. The behavior happens when we set our navigational mesh b ...