Crash Editor when deleting RecastNavMesh & NavMeshBoundsVolume - Top Down project

UE - AI - May 31, 2017

While testing in //UE4/Release-4.16 CL 3466753 in Binary – I encountered a crash when deleting, undoing, then re-deleting the NavMeshBoundsVolume and RecastNavMesh.UE_LOG(LogObj, Fatal,TEXT("Renamin ...

DetourCrowdAIController Using Incorrect Nav Agent

UE - AI - May 22, 2017

Pawns using a DetourCrowdAIController do not appear to be using the correct Nav Agent when attempting to move. Setting the AI Controller class to a normal AI Controller allows it to complete the s ...

NavMesh Broken Between Two Adjacent Actors With Hierarchical Instance Static Mesh Component

UE - AI - May 22, 2017

When Two adjacent actors with hierarchical instance static mesh component cross the tile bound of navmesh, navmesh is broken. In screenshot.png, above is the normal Static Meshs, bellow is the Actor ...

Static Mesh Navigation Collision Properties Not Being Saved Correctly

UE - AI - May 10, 2017

Setting properties for a static meshes Navigation Collision and then reopening the mesh causes them to be reset. This does not appear to occur in 4.14.3. This is a regression. ...

EQS Generator Becomes Blank After Undo op and Restarting Project

UE - AI - May 8, 2017

EQS Generators are becoming blank after deleting and undoing the node and restarting the editor. Any tests placed on the generator are still visible, but the information on the generator node is bla ...

Area Class and Dynamic Obstacle Properties Being Reset

UE - AI - May 2, 2017

Area Class and Is Dynamic Obstacle properties do not seem to be saved on static meshes under certain conditions. I was able to reproduce this issue 3/5 times that I tested it. It seems that if the ...

Blackboard Key Values Persisting Between PIE Sessions

UE - AI - Apr 21, 2017

Values set on Blackboard Keys are persisting after stopping and starting a new PIE session. Restarting the editor sets these values back to NULL. ...

AI Controller Remains in World Outliner After Being Destroyed

UE - AI - Apr 18, 2017

Destroying an AI Controller does not seem to remove it from the world. The controller will still remain in the World Outliner even after Destroy is called. Attempting to get the AI Controller after ...

AI Controller Possess Function Called When Opening a Character Blueprint with AutoPossessAI Set to Spawned

UE - AI - Apr 11, 2017

AI Controllers' Possess function is being called when opening a blueprint that has the Auto Possess AI option set to Spawned. ...

Nav Link Component's Transform Being Ignored

UE - AI - Apr 5, 2017

Nav Link Components are not respecting transform changes inside of the blueprint's viewport. They will always originate from the Actor's origin point. ...