Blueprint Nav Link / Help

FAQ

v1.2.0Runtime plugin
  • UE 5.5–5.8
On this pageWhich engine versions are supported?Where do I add the component?Can one actor have several links?Does a simple link make the AI jump?What happens with a pawn that is not a Character?Can I disable a link during play?Can I spawn linked actors at runtime?Why does the arc show before I build navigation?Can I move the agent myself?How do I remove the plugin from a project?

Which engine versions are supported?#

UE 5.5–5.8.

Where do I add the component?#

In an Actor Blueprint, choose Add Component → Navigation → Nav Link Proxy.

Yes. Add multiple components or several simple-link entries as appropriate. Each component has its own endpoints.

No. Use a smart link with Traversal: Jump.

What happens with a pawn that is not a Character?#

Built-in Jump teleports non-Character pawns. Use custom traversal when you need different behavior.

Yes. Use Set Smart Link Enabled and choose Null as the Disabled Area Class when it should block passage.

Can I spawn linked actors at runtime?#

Yes, with navigation configured to update during play. Use Runtime Generation: Dynamic.

Why does the arc show before I build navigation?#

The arc is an editing aid. The AI still needs usable navigation at both endpoints.

Can I move the agent myself?#

Yes. Set Traversal to None, start movement in On Smart Link Reached, and resume path following after crossing.

How do I remove the plugin from a project?#

Remove its Nav Link Proxy components from your Blueprints and save the affected assets before disabling or uninstalling the plugin.

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