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 ...
In Project Settings>Navigation Mesh, setting the Runtime Generation context menu to static reverts to dynamic if the project is saved, closed, and reopened. ...
UAIPerceptionStimuliSourceComponent::OnRegister tries to remove nulls from RegisterAsSourceForSenses but the condition in RemoveAllSwap is wrong. It should be SenseClass == nullptr instead. ...
If the user presses 'Cancel' when modifying colors using the Color Picker within the Curve Editor, the curves points are all transformed. Issue is reproducible in the below engine versions: 4.8.3 - ...
As per forum post all other light component clases (PointLightComponent, SpotLightComponent etc) all have ENGINE_API but DirectionLightComponent does not. If only for consistency it should but also ...