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AI: all NPCs run to one common location (DEMO PROJECT INCLUDED)

I'm using dynamic navmesh & navigation invokers, but this happens also on a regular, non-dynamic navmesh. I've created a simple demo project that shows the issue:

https://www.dropbox.com/s/acncjeyx3uxqyrr/AI_BUGGED_REPRO.rar?dl=0

The behavior tree task tells the AI to move exactly to location of itself + 300 units on X axis, then wait 5 seconds and repeat... But at the start, they all run to one common location (probably a location of one of NPCs) ... It looks like the first run of BT task gets the same target location for ALL the NPCs!

... They start to behave correctly after reaching the first target location. It looks like a bug, but maybe I miss something? ... It's quite cute how they always decide to gather themselves and then run the tasks together, but it's not really what I want :)

Thanks!

Product Version: UE 4.15
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asked Apr 03 '17 at 10:02 PM in Bug Reports

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Slavq
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... I've unchecked the 'Instance Synced' on blackboard vector key and now it works ok. I don't know why it was checked... Well, not a bug! Solved! :)

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answered Apr 03 '17 at 10:16 PM

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Slavq
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