Blueprint Nav Link / Guides

Doors and spawned links

v1.3.0Runtime plugin
  • UE 5.5–5.8
On this pageControl a doorwayStop the AI walking around the linkSpawn links during playCheck the destinationTest closed and open states

Control a doorway#

Use a smart link through the doorway and set Traversal to None when the AI can walk through it.

Set Disabled Area Class to Null. Call Set Smart Link Enabled when the door opens or closes.

If normal navigation already passes through the doorway, the AI may cross without using your smart link. The optional Create Box Obstacle setting, available while Use Smart Link is on, can block that ordinary route so the link controls passage. The box is not drawn in the viewport; check it in the navigation view (P).

Adjust the obstacle's offset and size, then check the navigation view and test both door states.

A static navigation mesh will not update for links spawned, moved, or added during play. Set Runtime Generation to Dynamic on the navigation mesh or in Project Settings → Navigation Mesh → Runtime.

Test with an actor spawned during play, not only with a copy placed before the game starts.

Check the destination#

The AI needs a reason to use the link. Put its Move To destination across the connection and ensure there is no cheaper alternate route.

Test closed and open states#

Verify that the link is unusable when closed and usable when open. A disabled link with a walkable Disabled Area Class may still be chosen; use Null for a blocked passage.

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