My situation probably isn’t that unique. I need the AI to charge towards the player and if the character dodges out of the way, they should keep running for a certain distance afterwards with the potential to fall off an edge.
The problem: The nav mesh bounds volume won’t go past the edge of a surface so by default there’s no way the AI will run off an edge.
What’s the best (simplest) way to handle this? Is there a way to make the nav mesh apply to a surface that the AI can’t actually stand on? There will be random holes throughout the level that the AI and player can fall through but the AI should only fall through if it just missed charging the player.