I’ve seen a couple tutorials about making NavLinks to enable the AI to jump as part of following a path, but what if the AI is set to MoveTo a location and that location is simply in the air above the enemy? Is there any way to instruct the AI to Jump as a part of its normal navigation if it reaches the XY component of a target but not the Z component? Or is that something I’d have to program into the behavior tree manually?
I have little idea of how this would work, as I tried to setup a nav mesh before(in like 4.2), but it doesn’t work properly.
The jump “link”, I don’t think you can change the end points location dynamically, as it might require a nav mesh rebuild every time you do that.
My guess is maybe behavior tree would be your best bet(ie within certain radius, you can jump on to enemy head?)