Would automated regression testing for Unreal NPC behavior be useful?

Hi,

I built an early Unreal Engine 5.8 prototype that compares an NPC behavior test before and after a change.

In the demonstration, both versions reach the target successfully in 8 out of 8 episodes.

However, the modified version takes 29.7% longer on average:

  • Reference version: 2.36 seconds
  • Modified version: 3.06 seconds
  • Result: FAIL_DURATION_REGRESSION

Video:

I am trying to determine whether this is a real problem in other Unreal projects.

  1. Do you encounter NPC behavior regressions after changing AI logic, movement settings, Behavior Trees, State Trees, Blueprints, or C++ code?

  2. How do you currently test whether your NPC behavior has degraded?

  3. Would you try a compiled, local and offline preview for Unreal Engine 5.8?

The current prototype is intentionally limited to a MoveTo/NavMesh scenario. It is an early technical prototype, not a finished commercial product.

I am not sharing the source code or the download package at this stage. I first want to understand whether the problem is worth solving.