Begin and End Overlap events continuously trigger while a character moves within a collision component of a Blueprint Actor that Simulates Physics if the collision component has Auto Weld enabled. ...
The Camera Shake Class no longer allows for indefinite shaking via setting a negative value in the Oscillation duration, per the tooltip instructions. This happens when using either the Play World ...
Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp. [Error] "Graph named 'NewFunction_0' already exists in 'bpActor'. Another one cannot be ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
FPathFindingQuery seems to be best candidate ...
Used to be possible, but we've added BrainComponent's stopping in AIController::UnPosses. Add a flag to AIController that will allow user to specify that he doesn't want logic to get stopped when ...
CustomLinkComponent has uninitialized bounds and can't attach itself properly to NavLinkProxy owner because that actor is not relevant for navigation without at least one point-point link. Relevancy ...
Static navmesh shouldn't be auto created in game world. Can be only loaded in with level. ...
User reported a crash in EQS which seemed like some parts of his EQS query got GCed. ...
When a map is run without navigation bounds, and there are AI controlled pawns, the ensure in UPathFollowingComponent::RecacheNavigationData will trigger. I suggest changing the ensure into a log wa ...