NavLink and making AI jump?

[=;25464]
It should be working with all above fixes. Make sure you use regular navigation link, not a smart link. Regardless, none of path points’ AreaFlags should be equal 0. Ever. 0 means “unwalkable” which means a path shouldn’t have been found in the first place.

You can use [FONT=Lucida Console]NavigationTestingActor to debug pathfinding in editor mode. Just drag & drop two on the map and mark one’s [FONT=Lucida Console]SearchStart to true. The resulting path will be draw with additional text on path points in “%d-%d” format, where first value is the index of path point, and the other is value of AreaFlags of segment starting. If you still have issues post a screenshot with this debug information on screen.
[/]

I checked out the Navigation Testing Actor, dragged and dropped two in, one with SearchStart checked(which is on the right of the image) and one with nothing checked.

However, when I start the game, nothing happens :confused:

no movement,no debug messages… :frowning: … I attached a particle on them just to see the locations of the actors… I also notice for some reason, there’s a red line from the Navigation Test Actors going towards the BP_Sky_Sphere??