NavMesh - Jump Points
How do you set jump points on a Nav Mesh so a bot knows it can do a jump to link to another part of the nav mesh?
asked Aug 16 '14 at 04:04 PM in Using UE4
Sorry for the delay in response.
The code behind Nav Link Proxy merely tells the AI that the beginning point is connected to the end point. It is essentially just a bridge. Our AI programmers are working on a Jump Point actor for AI, so they will know where they are able to jump to.
I was looking into this more and found that it does allow for some basic events. It also has SmartLinkReached, EndPlay and OnDestroy events. You could use those perhaps to determine if you are in a "jumpable" area.
What we do for our games is have the characters do traces or have shape components to detect when overlap stops occurring at certain points. I would suggest doing something like those until the jump linker is done. Let me know if you have any questions.
answered Aug 21 '14 at 07:36 PM
If you will do this using C++ then here is good guide:
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