Simple links#
Each entry under Navigation → Links has left and right endpoints, direction, area class, and supported-agent settings.
Snap Radius allows an endpoint to connect to nearby navigation. First position the endpoint correctly; increase this only when needed. Snap Height controls the vertical allowance when enabled. These settings apply to simple links; smart link endpoints must be placed on the navigation surface.
Smart link#
| Setting | Use |
|---|---|
| Use Smart Link | Add the smart link to the component. To open or close it during play, use Link Enabled or Set Smart Link Enabled. |
| Smart Link Start / End | Position its endpoints. |
| Smart Link Direction | Allow both directions or one direction. |
| Link Enabled | Choose the initial open state. |
| Enabled Area Class | Area used while open. |
| Disabled Area Class | Use Null for an impassable closed state. |
| Smart Link Supported Agents | Limit which navigation agents can use it. |
Traversal#
Choose Jump, Teleport, or None. For Jump, Jump Arc sets the arc: lower values are higher and steeper, higher values flatter and faster. Jump Timeout limits how long a jump can take; after it, the Character falls normally and resumes its path.
Optional obstacle#
Create Box Obstacle is useful when a doorway's normal navigation would bypass the smart link. Set its offset and extent to cover the intended passage, then inspect the navigation result.
Drawing#
Check Draw Links In Editor Viewports in Project Settings → Plugins → Blueprint Nav Link if arcs are hidden. Draw Disabled Smart Links controls whether closed smart links are drawn. A component with no simple links and Use Smart Link off has nothing to draw.
Runtime navigation#
For links spawned during play, use a navigation mesh with Runtime Generation: Dynamic and test in the actual level.