NavLink and making AI jump?

's AI Jumping Videos

Hi !

Here are a few videos I have of my AI jumping code, including a new one I’ve just uploaded!

I explain my methodology below


**AI Jumping To Reach Specific Goal Across Nav Mesh Gaps**

In this video I am showing how my C++ AI code is helping my AI units to get across gaps in nav mesh / different nav mesh sections to reach a specific goal!

My C++ code is enabling the AI to reach places they could never reach without some carefully calculated jumps!



**In all of my videos all jumps are dynamically calculated**, I am not using navlinks of any kind!

The only setup I did was to place the navigation mesh volume, the rest is done by me in C++ !

I use [Navigation Mesh Point Projection](https://forums.unrealengine.com/showthread.php?25410--s-Multi-Threaded-Dynamic-Pathing-System-Full-Physics-Support&p=129896&viewfull=1#post129896) to keep the cost of all my AI analysis very low :)



https://www..com/watch?v=0GX-1x-wACI


Taking Jumping Shortcuts

AI taking shortcuts along known and good paths to shorten the journey!

In the above video, the AI has a good path to follow, and does not need to use jumping, but I do some nav point project calculations to determine when and where there are good jumping shortcuts that can be used!

See video for details! :slight_smile:


**My Methodology**

I actually created my own PathFollowingComponent subclass! 

Then I use a custom Controller, extending AIController,

and I overrode **InitNavigationControl()** to use my custom component!

**That's all there was too it!**

Now inside of:

**FollowPathSegment(float DeltaTime)**

the tick function of PathFollowingComponents, 

I perform all my custom logic!


Enjoy the videos!



http://share.gifyoutube.com/ZGQn5M.gif