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Trouble with Nav Link Proxys and Multiple AI

Right now I'm working an a arena shooter that has large amounts of enemy's all coming to kill you, now I'm trying to add functionality to the AI so they can jump of ledges. Currently I'm using nav links that tell the AI when they reach it to jump off. The problem is even when I have a load of nav links near each other, the AI pawns all have a tendency for trying to go to one nav link, they all just get stuck on each other, pushing each other off at what not, all just trying go to single point in space all at once.

I'v messed with various crowed and avoidance options like RVO that blueprints gives you, the "snap radias" which I still have idea what its for, and as many settings as I can find in blueprints and nothing helps this problem. Was wondering if anyone new of an alternative, like how to make the AI know it can jump off at a specified ledge downward or across to another part of the nav mesh without it needing to go to a link? Or some un-known way to make the nav links work for this? (so they don't make the AI to go to a single point to use them) Atm I don't know C++ well enough, or the AI system well enough to mess with it on my own, but if someone's got a C++ solution that would also be helpful.

Product Version: UE 4.9
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asked Mar 17 '16 at 10:46 AM in Blueprint Scripting

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Portalshade
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