While testing in //UE4/Release-4.16 CL 3466753 in Binary – I encountered an ensure when undoing the deletion of the RecastNavMesh. Regression: No This issue also occurs in //UE4/Main and //UE4/Rele ...
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 ...
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 ...
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 ...
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 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 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 ...
Values set on Blackboard Keys are persisting after stopping and starting a new PIE session. Restarting the editor sets these values back to NULL. ...
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 Controllers' Possess function is being called when opening a blueprint that has the Auto Possess AI option set to Spawned. ...