Behavior Tree (BT) services added to root nodes call the initial tick twice A BT Service with the setting "Call Tick on Search Start" enabled will execute the initial tick twice when added to the ro ...
When the Composite Editor Primitives setting is disabled, these editor primitives do not render correctly. In specific, ZoneGraph editor primitives do not render with a colour. This appears to be t ...
A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...
In WorldConditionsEditor, at least DataRefDetails and DefinitionDetails forward declare USmartObjectDefinition without using the class. The uplugin nor the build.cs does not list SmartObjects as a ...
2 issues with SGameplayTagQueryEntryBox that a UDN customer noticed:We are binding a delegate to UGameplayTagsManager::OnGetCategoriesMetaFromPropertyHandle to customize how the categories are retri ...
Adding a ZoneShapeComponent to an Actor BP does not behave as expected. You cannot use the shape as a polygon with per point lane profiles like what is needed for an intersection. When attempting to ...
ZoneShapes do not reset visuals when being de-selected and re-selected. The last piece of the zone shape to be selected will still show as selected when the shape is re-selected, but using the edito ...
While using a custom struct that contains a TArray member variable with FInstancedStruct, you cannot edit it in the editor without a crash. Other structs and types work as expected even if they deri ...
ZoneGraph is failing to build automatically in the editor even when the flag for Build Zone Graph While Editing is enabled. Things tried that do not cause an automatic rebuild are:Moving, rotating, ...
Within the actor snapshot area, you can categorize information into different sub-trees, each of which are expandable. However as you scrub through the timeline and new events happen, any sub-catego ...