Allow enemy AI to fall off things/walk down stairs?

Hey guys. I have some AIs set up for my game (they’re basically modified Third Person Characters with a PawnSensing component). I’ve placed them in my map and added a navmesh bounds volume. The only issue is, some of them are placed on the second floor of my building, and won’t walk down the stairs once they sense the player. This allows the player to just stand at the bottom of the stairs and shoot all of them, then walk up, which is not what I want. Any idea how to fix this? Thanks!

What is their intended behavior in that case?

Walk towards you until they are in range? In that case, check if there’s a nav mesh generated down your stairs to being with.
Do they sense that they are in range already, but cannot attack (due to a lack of LOS?)

They are intended to chase you around wherever you go as soon as you come into their view. If they see you at the bottom of the stairs, they run to the edge of the stairs on the second floor and just stop. They never actually go down. The nav mesh covers the stairs and the rest of the building. I’m not sure what LOS is (I’m fairly new to UE4, my apologies).

EDIT: Oh, line of sight? Their line of sight is fine, they just don’t follow the player down the stairs. They won’t walk off any edges, cliffs, etc. either. I’m guessing it’s a feature that makes them choose the best available path and keeps them from killing themselves to get to you, but it’s getting in the way in this particular instance.

When you make the navmesh visible with N, you need to check that the slope of the stairs fits. is a little connected with the green navmesh visuals, maybe just increase the nav mesh height. You also can add nav mesh points which make them jump … Component “Nav link proxy”

Ah okay, thanks! How exactly do I use nav link proxies? I can’t seem to find any documentation or tutorials on that.