How to make an NPC jump over an obstacle when following path?

Hi, I’m making AI pathfinding but I don’t know how to make NPC jump over an obstacle while following path. I just tried to check if path.Status == Enum.PathWaypointAction.Jump and then jump. But it didn’t worked. Here is my code:

local Rig = script.Parent
local Humanoid = Rig.Humanoid
local BasePart = Rig.HumanoidRootPart
local PlayerService = game:GetService("Players")
local PathFindingService = game:GetService("PathfindingService")
Rig.PrimaryPart:SetNetworkOwner(nil)

function createPath(destination)
	local pathParams = {
		AgentRadius = 4,
		AgentHeight = 6.5,
		AgentCanJump = true
	}
	local path = PathFindingService:CreatePath()
	path:ComputeAsync(BasePart.Position, destination.Position)
	for i, w in pairs(workspace.waypoints:GetChildren()) do
		w:Destroy()
	end
	local waypoints = path:GetWaypoints()
	for i, w in pairs(waypoints) do
		local waypoint = Instance.new("Part")
		waypoint.Name = tostring(table.find(waypoints,w))
		waypoint.Position = w.Position
		waypoint.CanCollide = false
		waypoint.Parent = workspace.waypoints
		waypoint.Shape = "Ball"
		waypoint.Size = Vector3.new(1, 1, 1)
		waypoint.Anchored = true
	end
	return path
end

function walkTo(destination)
	local path = createPath(destination)
	local waypoints = path:GetWaypoints()
	if path.Status == Enum.PathWaypointAction.Jump then
		Humanoid.Jump = true
	end
	if waypoints[2] then
		Humanoid:MoveTo(waypoints[2].Position)
	end

end

while true do
	local Players = PlayerService:GetPlayers()
	if Players[1] then
		local character = Players[1].Character or Players[1].CharacterAdded:Wait()
		if character then
			local target = Players[1].Character	
			walkTo(target.HumanoidRootPart)
		end
	end
	wait(0.0001)
end

Guys is there no way to do this?