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Custom NavArea not working to make AI Jump.

I made a custom NavArea to have my AI jump with nav links however I don't know what is going on with it right now. I have a custom path following component that checks the area flags and will do something if jump is one however instead of it detecting the are of having a flag of 2 it thinks the flag is 0. The real quicker is that it was working when I loaded up the editor however after a build and a compile it stopped working. Here's the code:


 class PW_GAME_API UNavArea_Jump : public UNavArea
     UNavArea_Jump(const FObjectInitializer& ObjectInitializer);
     enum AI_Path_Choice
         Jump = 1


 UNavArea_Jump::UNavArea_Jump(const FObjectInitializer& ObjectInitializer)
     : Super(ObjectInitializer)
     AreaFlags = (1 << AI_Path_Choice::Jump);

Heres the PWPathFollowingComponent.cpp

 void UPWPathFollowingComponent::SetMoveSegment(int32 SegmentStartIndex)
     UE_LOG(YourAI, Warning, TEXT("Set Move Segment Reached"));
     const uint16 AreaFlags = FNavMeshNodeFlags(Path->GetPathPoints()[SegmentStartIndex].Flags).AreaFlags;
     const uint16 JumpFlag = uint16(1 << UNavArea_Jump::Jump);
     FString checkAreaFlags = FString::FromInt(AreaFlags);
     FString checkJumpFlag = FString::FromInt(JumpFlag);
     UE_LOG(YourAI, Warning, TEXT("Area Flags: %s% / JumpFlag: %s%"),*checkAreaFlags, *checkJumpFlag);
     if ((AreaFlags & JumpFlag) != 0)
         //Jumping code for path finding
         UE_LOG(YourAI, Log, TEXT("Jump Flag Hit"));

and heres a screenshot of the output log and the navlink selected in the details panel

alt text

Product Version: UE 4.8
error.png (1.2 MB)
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asked Jul 16 '15 at 09:36 PM in C++ Programming

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avatar image hellaeon Jan 03 '16 at 12:08 PM

So how did you end up implementing this? I am trying to figure this out currently. By chance could you share the solution? I cannot seem to detect the jump trigger area either

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