Also, reported here: https://udn.unrealengine.com/questions/497277/stale-perceptualdata-in-aiperceptioncomponent.html ...
When modifying the value of "Auto Success Range from Last Seen Location" to a value that is not it's default, you can not set it back to its default -1 one value. This was reported and tested in 4 ...
Crashes when exiting PIE while executing multiple async tasks. By explicitly executing EndTask and FinishAbort of RecieveAbort, this caused by performing out-of-range in array access to InstanceStac ...
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 ...