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AI pawn jump while pathing, NO navlink

I have been searching for a while to find how I can make an AI pawn jump over / around obstacles. I CANNOT use Navlinks. My levels are procedurally generated so I can't pre-place all these links. I've seen the pathing tutorial by Rama, but it didn't show how he made them jump while following the given path. I have also seen the tutorial by MieszkoZ on flying as a jump, but he uses NavLinks to get his path. Any help would be appreciated.

Product Version: UE 4.18
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asked Nov 13 '17 at 04:32 PM in C++ Programming

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avatar image Squirrlz Apr 04 '18 at 03:41 PM

I am also looking for additional insight on this. So far I am reverse engineering navmesh generation so I can flag edge segments as "jumpable" segments, while trying to calculate which nearby tiles might be able to be jumped or dropped to. Seems this is the only way to make EQS happy if using PathReachable tests, as they don't seem to care about what PathFollowingComponent class your controller uses. Seriously though, not having a solution other than NavLinkProxy for jumping AI in an engine this advanced (that ships with Recast integrated no less) seems ridiculous.

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Made a simple tutorial on Jumping AI with no Nav Proxy Links neither helpers. Just simple AI Navmesh Navigation. Hope you like it: https://www.youtube.com/watch?v=M4WVRdbh_VM

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answered Jun 05 '18 at 08:33 AM

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