[Behavior_Tree Question] AI jump with only Blueprints

I need to tell to my player walk in a terrain (or follow a player) and if he need to jump over plataforms…he will see the environment and will jump to that place without fall…or exaggerate the impulse force…

Only Blueprints Please! And if is possible…Screenshots ^^

you might want togo here:
https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/index.html
it should give you insight on how to make a AI follow a player but ill try and come up with a script in blueprints to search for a object in front of character to jump over

Thanks ^^

I have some piece of ideia…check to see if player have ground with a trace…if not…use a another trace to check if have something near to jump…get the vector lenght of the distance…but how input this value to Launch Character and direction…trying to not exaggerate in the impulse force for the AI bot land with safety is a task to complete!

yeah i can see where your going its the right idea but im not the one to help with this since i dont know the mechanics of how to AI structure works at the moment :frowning: but good luck

Thanks! :smiley:

Hi, did you find a solution to this? If so please could you share it?

After 2 years - this is still impossible with blueprint only? Simple NavArea what can be created as blueprint but you can do nothing with it? I’m sure I just can’t find documentation, because I can’t believe that basic game mechanism is not available with blueprints.

Hi!

I made a tutorial on Jumping AI without Nav Link Proxies neither other kind of Helper Actors or classes.

Just pure and simple Nav Mesh: UE4 Jumping AI - Follower Bot Tutorial - YouTube