Services in the Behavior Tree sometimes don't work when the project is first loaded. The Behavior Tree will print a "missing service node" warning and the BT will remain inactive. This was reported ...
In the test case, the NavLink component has a navigation cost of 1000000000. When the AI navigates to the NavLink the printed cost is only 2677. It is believed that the AreaClass isn't being taken i ...
AI nav walking doesn't allow clients to set a "Base" for the character (SetBase from UpdateFloorFromAdjustment), so there is no floor result on frames where there is a net update. This causes simula ...
RecastNavMesh is not generated at the sub level dynamically added in C ++ in 4.20. In 4.18, 4.19 it was generated normally. Probably, changes to the large number about NavMesh systems from 4.19 to ...
When duplicating a Generator inside an Environment Query, the action triggers an ensure and stalls the Editor for a few moments. This issue was reported and tested in 4.19.2 (CL-4033788). It was r ...
When repeatedly loading and unloading sublevels with a NavBoundsVolume, it will cause a crash when using a NavModifierVolume. When the NavMesh is unloaded, it seems that the number of the DirtyLayer ...
Due to the way we pick CrowdManagerClass at runtime (see UNavigationSystemV1's constructor) whatever is being set via project settings is ignored. ...
When upgrading a 4.19.2 project to 4.20 Preview 3 the Nav Area Class is changed to None instead of the value it was before the upgrade. Upgrading from 4.18.3 to 4.19.2 works as expected. This was t ...
'Allow Client Side Navigation' no longer appears to register Client-side navigation in 4.20. In 4.19 the logic that was setup to check for it returns both Client and Sever Side navigation systems as ...
After disabling the World Option bEnableAISystem, clicking with the right mouse button on the asset browers (in an empty place) casues the editor to crash. ...