Make sure to activate pX_SetCCD(1); function, then attach pXent_SetCCDSkeleton(my,vector(0.25,0.25,0.25), 0); to your entity action, now you can jump on any entities.
Play with pX_setautodisable(1.0, 1.0); function too and make your pXent_setmass a bit bigger.

From PhysX Documentation
"Continuous collision detection is useful for fast moving objects. With traditional collision detection, fast moving objects pass through other objects during a single time step. This effect is known as tunneling. Imagine a bullet traveling towards a thin metal plate, in the first time step it would be on one side and in the next it would be on the other.To deal with this problem, a technique known as continuous collision detection (CCD) is necessary."


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P