Set up a clear test#
Create a simple gap with navigation on both sides. Add a Nav Link Proxy component, enable its smart link, and position each smart endpoint well inside the navigable surface.
Set Traversal to Jump and remove unnecessary simple links across the same gap.
Test the route#
Give an AI Character a destination beyond the gap. Watch whether it reaches the link, crosses it, and continues toward its target.
If it walks off the ledge, check whether it used a simple link or whether Traversal is None.
Adjust the arc#
Lower Jump Arc for a higher, steeper arc that clears a railing or lip. Raise it for a flatter, faster arc under a low ceiling. Check the full flight path and the landing area.
A visible arc alone does not prove that the AI can reach both endpoints. Press P and inspect the navigation surface.
Avoid two movement commands#
When using built-in Jump, do not also launch or teleport the Character from On Smart Link Reached. Use that event for effects, or switch Traversal to None when supplying all movement yourself.
Use custom traversal#
With Traversal set to None, move the pawn immediately when the event fires. A Delay before movement can leave the AI walking toward the far endpoint and off the ledge.
Call Resume Path Following after your traversal finishes. Test with the actual character and movement behavior used in your game.