MoveTo failing when Player jumps

Hi!

I have a basic system where a enemy character chases the player when the ‘Chase Player’ event is called.

The problem is that in some parts of the level, when the player jumps, the ‘AI MoveTo’ node fails and the enemy just stops. I couldn’t discover what may be causing the move to fail on these specifics parts of the level. They are fairly open areas and I don’t see anything blocking the NavMesh.

Here is the setup for the enemy character:

And here are the Details for the RecastNav Mesh:

What could be causing the MoveTo to fail?
Is it the NavMesh?

Thanks,
Dan Zaidan.

I have had the same problem on a few different occasions, and it is something to do with the z axis difference. i have a tall main character and a Shorter Ai character following me. for the move to nodes to work i have to put a -100 Z axis in the location to move to. but still when i jump the following Ai character stops moving. it is also been a problem with line tracing. sory I’ve not found a solution yet, ill post here if i do

Thanks for your comment.
After reading it I thought of a workaround:
I created an Actor Blueprint with an invisible sphere component. It would follow the player location if the player is not jumping. If he is the sphere would follow his X and Y values and his last Z value when on the ground.
Then I set the enemy to MoveTo this actor instead of the actual player.

It worked fine to fix the ‘stopping when player jumps’ bug.
But I still don’t like it.

I’ll leave the question opened so if someone finds the actual answer he can help us (and whoever more has this problem). :slight_smile:

Cheers.