I’m trying to implement Quake-like jump pads with the help of LaunchCharacter function. The problem is I can’t get the AI to use it properly.
The most obvious solution was to use NavLinkProxy, but it does not give disirable effect: the AI approaches a jump pad from different sides and therefore are being launched earlier than it can reach the start point of a link, which leads to strange behaviour, when character cyclically tries to return to the first point of a link but ends up launched again. Analogous problem occures when the AI misses the end point of the link.
So the question is can I somehow reset the pathfinding component of a character, so it won’t try to reach the first point of a link, but try to find a new path from the landing point?