[AI] Nav Modifier Volume inside of a Level Instance does not update navmesh when moved

UE - AI - Navigation - Oct 3, 2023

The issue is seen when using a normal navmesh inside of a World Partitioned level. Adding a Nav Modifier Volume to a Level Instance, and placing the Level Instance in the world will affect the navme ...

[AI] Fill Collision Underneath for Navmesh does not work for ISM instances

UE - AI - Navigation - Sep 29, 2023

Although the ISM component allows for enabling the flag for Fill Collision Underneath for Navmesh, it does not add the modifier for this to the navigation data for its instances.  ...

[AI] Stack overflow in canRemoveVertex of DetourTileCacheBuilder

UE - AI - Navigation - Sep 28, 2023

User reports of stack overflow happening in canRemoveVertex in DetourTileCacheBuilder.cpp if a poly has more than 16 vertices. The array for edges is a fixed array and is written to without checking ...

Navmesh does not update according to the volume, when an actor with a navigation volume tied to a parent is moved.

UE - AI - Navigation - Jul 14, 2023

When a NavmeshBoundsVolume or NavModifierVolume is parented to another actor in the outliner, navmesh is not updated along the volume when the parent actor is moved. If the volume is deleted and the ...

[AI] FRecastNavMeshGenerator can leak build tasks when it is destroyed

UE - AI - Navigation - Jun 29, 2023

FRecastNavMeshGenerator does not cancel its async running tasks when destructing. This leads to leaking build tasks if any are running when the generator is destroyed. ...

[AI] Moving navmesh and navbounds to a sublevel results in a level nearly twice the size expected

UE - AI - Navigation - Feb 22, 2023

Using World Composition, moving the Navmesh and NavmeshBounds from the persistent level to a sub-level results in the size of the navmesh sub-level being roughly twice the size of the decreased size ...

[AI] Navmesh generates incorrect triangles that connect a lower platform to one above it

UE - AI - Navigation - Feb 21, 2023

Navmesh is setting some vertices to be quite above what would be the max step height of the agent when two platforms are aligned with one above the other. The navmesh may reach up to the upper platf ...

ARecastNavMesh.bPerformVoxelFiltering doesn't seem to be working

UE - AI - Navigation - Feb 21, 2023

ARecastNavMesh.bPerformVoxelFiltering doesn't seem to be working anymore. ...

[AI] Navmesh does not get built inside of navmesh bounds that is in a non-activated data layer

UE - AI - Navigation - Dec 13, 2022

WP navmesh generation does not appear to work if a navmesh bounds volume is in a data layer. The navmesh will build if the data layer is activated when the build paths is started, but it will not lo ...

[AI] Assert leading to crash in FRecastTileGenerator::AddReferencedObjects

UE - AI - Navigation - Dec 9, 2022

Licensee has reported a couple cases of an assert happening stemming from FRecastTileGenerator::AddReferencedObjects in a built game. They are limiting the MaxTileGeneratorTasks to 1. The crash occu ...