How do I get my AI enemy to jump when on an edge?

I have a skeleton enemy with some basic AI set up. The state machine just has the Idol, walk, run, blend space for movement and then there\ is a take damage animation and an attacking animation.
The enemy will chase me around via the nav mesh, that covers the ground all around us, but there are a couple small jumps from one walkway to another that I’d like the enemy to know to make. I understand how to add the animation in the state machine when it needs told to do so…But what would be the noding in the blueprint for the character to know there is a ledge coming up?? i figured it’s some sort of vector math…
Could anyone help me??
Thank you.

I’m still stuck with this matter. Can anyone help???

Take a look at "Nav Link Proxy"s. There is a usecase in the content examples specifying a jump from a ledge.

https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/NavMesh/1_2/index.html

Basically what you do is show the AI that there is a way from point A to B and then define how it can go there (for example: Jump, open door, etc).

I hope this helps.

Cheers

This looks like a step in the right direction for sure! How exactly using this do i set it up. in BP?? Like I need the enemy to know to jump…but I don\t see any triggers or anything…\This seems like its DEFINETELY what I need…I’m just not sure how to make a enemy work with it…
can you help me?

It’s an object… like a trigger volume. You just place it in your level (you can select it from the “Place” menu at the left top of your main editor window. Just search for “link” or “nav”. It will come with two points which you can set separately and loads of settings. It should be mostly fairly self explanatory. Just screw around a bit with it and check out the content example of it to see how it is used in action.

No BP or C++ needed in any way, shape or form! :wink:

awesome!! ill look into that. THANKS AGAIN!!