


That should pretty much do it Sorry for any potential misspelling of class or function names don’t forget to set movement mode back to MOVE_Flying once AI finished following “jump segment”.From within path following component you can get this by casting UPathFollowingComponent::MovementComp to UCharacterMovementComponent. You do that by calling SetMovementMode(MOVE_Flying) on your movement component. the simplest solution would be to enable flying in such a case.if FNavMeshNodeFlags(Path->PathPoints.Flags).AreaFlags has your defined “jump flag” set it means it’s “jumpable”.This function gets called whenever AI is starting to follow new path segment Have UMyPathFollowingComponent override UPathFollowingComponent::SetMoveSegment(uint32 SegmentStartIndex) function.Next step is to implement your own path following component.Now you’ll be able to assign UNavArea_Jump as a navigation area of navigation links.

Set the “jump flag” in UNavArea_Jump::AreaFlags.Define a “jump flag” - the implementation details don’t really matter, but a enum would work best here.Implement a new Navigation Area class - you do that by deriving from UNavArea.A proper C++ solution would involve following steps:
