Enemy character stops following when player character is in the air or on a different platform

Working on a 2.5D platformer, when my character double jumps - the enemy character still has the AI move firing, but the enemy AI stops whenever I am in the air and starts back up when I land on a different platform. I think this has to do with the Nav mesh…but I am not sure how to fix it. It seems that the AI only follows me if I am on the nav mesh and not in the air.

I have noticed it also seems to happen when my character is hanging off of a ledge

AI /Motion that relies on Nav volumes is using that volume to sort of mass-line trace for step-able points.
When you are off the ground or on a plane that is separated by a space higher than the step heigh limit of the AI, it can’t follow.

To have it follow you in 3D space you need to write your own handling for flight and / or swimming.

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If the game is played in 2 dimensions such as with a top-down or side/vertical scrolling game you can work around the problem by having solid mesh space with masked/translucent materials that appear to be empty space.

Hey thank you for the quick reply, would this workaround - the solid mesh have collisions turned off? So I can walk through it? how should I set it up?

I don’t think meshes with collision disabled are considered in Nav AI, but you may be able to instance them so that they don’t exist for the player.

I will have to do some experimenting and see if I can get it to work.

you ever figure this out, im having the same issue