I’ve run into a crash that happens when a level containing an AI character starts up (only in PIE, standalone is fine). It occurs because GetNavDataForProps returns null in the UPathFollowingComponent::RecacheNavigationData function. It only happens if there is not a NavMeshBoundsVolume present in the level, and wasn’t a problem in 4.9.
Steps to reproduce:
Create a new Basic Code C++ project in 4.10
In the content browser, create a blueprint subclassed from Character
Place the blueprint into the level
Play in editor
Here is a sample project file that illustrates the issue:
I opened the sample project you provided however I did not get any crash when attempting to play in editor. Could you post the callstack and log files from the crash you’re receiving along with your DXDiag to provide additional information?
It might be worth noting that I’m using the launcher version of the editor.
Also, loading the project directly (as opposed to debugging in visual studio) won’t actually crash but it will print warnings to the output window when you play in editor.
The ensure that is being triggered is meant to inform that an AI with a pathfollowing component is being used without any navigation on the map. It is not causing an actual crash and is safe to ignore if you don’t need any pathing for the character.
Perhaps the “ensure” could be called at a more appropriate time? e.g. only if the component attempts to use nav data. Would love to keep logs less cluttered with unnecessary output. Alternatively, perhaps there’s a way to make the UPathFollowingComponent in AIController optional?
We can look at presenting the message in a more meaningful or appropriate manor however the best option for now would be to simply disregard the warning message if you’re not using navigation.