Blueprint Nav Link / Reference

Blueprint nodes

v1.2.0Runtime plugin
  • UE 5.5–5.8
On this pageSmart link nodesTraversal nodesSimple link nodesEventsVariablesTraversal modes

Every node, event, and readable setting the Nav Link Proxy component adds to Blueprints. Drag from the component in the graph, or search the node menu under AI › Navigation.

Callable nodes have execution pins. Pure nodes have none and run each time a connected node reads their output. Endpoint positions are relative to the component, the same as in the Details panel.

Pathfinding and AI movement run on the server, and nothing on the component replicates. Call the setters on the server, and replicate your own variable if clients need to know a link's state.

Callable · Target: Nav Link Proxy component · Menu: AI › Navigation

Opens or closes the smart link during play. The link switches between Enabled Area Class and Disabled Area Class without a navigation rebuild, so it works with a static navigation mesh for links built in the editor. Does nothing if the state does not change; otherwise it fires On Smart Link State Changed.

Input Type Details
Target Nav Link Proxy The Nav Link Proxy component.
Enabled Boolean On to open the link.

Pure · Target: Nav Link Proxy component · Menu: AI › Navigation

Whether the smart link is open. Reports Link Enabled even while Use Smart Link is off.

Input Type Details
Target Nav Link Proxy The Nav Link Proxy component.
Output Type Details
Return Value Boolean

Callable · Target: Nav Link Proxy component · Menu: AI › Navigation

Moves the smart link's endpoints and sets its direction. Start counts as the left end and End as the right end for the direction. Pathfinding uses the new position after the navigation mesh updates, which during play needs Runtime Generation set to Dynamic.

Input Type Details
Target Nav Link Proxy The Nav Link Proxy component.
Relative Start Vector Start point, relative to the component.
Relative End Vector End point, relative to the component.
Direction Nav Link Direction Both Ways, Left To Right, or Right To Left.

Pure · Target: Nav Link Proxy component · Menu: AI › Navigation

World position of the smart link's start, as placed rather than as snapped to the navigation mesh. Get Smart Link End World returns the end.

Input Type Details
Target Nav Link Proxy The Nav Link Proxy component.
Output Type Details
Return Value Vector World location.

Set Enabled Area Class#

Callable · Target: Nav Link Proxy component · Menu: AI › Navigation

Changes the navigation area used while the smart link is open. It applies at once if the link is open, otherwise at the next toggle. Set Disabled Area Class does the same for the closed state.

Input Type Details
Target Nav Link Proxy The Nav Link Proxy component.
Area Class Nav Area class reference The area to use. For a closed link that should block passage, use NavArea_Null. Do not pass None.

Traversal nodes#

Resume Path Following#

Callable · Target: Nav Link Proxy component · Menu: AI › Navigation

Hands an agent back to its path after it has crossed the smart link. With Traversal set to None, call it once your Blueprint has moved the agent across. With Jump or Teleport the component calls it for you. Calling it during a jump does not cut the jump short: the Character still lands, and On Smart Link Traversal Finished still fires.

Input Type Details
Target Nav Link Proxy The Nav Link Proxy component.
Agent Actor The pawn that crossed, usually the Moving Actor from On Smart Link Reached, or its controller.

An agent without path following cannot be released and stays on the link; the Output Log shows a warning.

Has Moving Agents#

Pure · Target: Nav Link Proxy component · Menu: AI › Navigation

True while an agent is part-way across the smart link: mid-jump, mid-teleport until the next frame, or, with Traversal set to None, waiting for your Blueprint to call Resume Path Following.

Input Type Details
Target Nav Link Proxy The Nav Link Proxy component.
Output Type Details
Return Value Boolean

Collect Nearby Agents#

Pure · Target: Nav Link Proxy component · Menu: AI › Navigation

Returns pawns with a controller, players included, within Broadcast Radius of either endpoint. The link's own actor is left out. Use it to react when the link opens or closes, for example to reissue a Move To. Because it is pure, each connected node repeats the search; store the result in a variable when you use it more than once.

Input Type Details
Target Nav Link Proxy The Nav Link Proxy component.
Output Type Details
Return Value Pawn array Empty when Broadcast Radius is 0.

Simple links are the entries of the component's Links array. They are walked like ground; only the smart link carries agents.

Callable · Target: Nav Link Proxy component · Menu: AI › Navigation

Moves one entry of Links and keeps its other settings. An index outside the array changes nothing and logs a warning.

Input Type Details
Target Nav Link Proxy The Nav Link Proxy component.
Link Index Integer Zero-based index into Links.
Relative Left Vector Left point, relative to the component.
Relative Right Vector Right point, relative to the component.

Callable · Target: Nav Link Proxy component · Menu: AI › Navigation

Replaces the whole Links array. Links built with Make Navigation Link only set Left, Right, and Direction, and use defaults for everything else; to keep other settings, change the entries from Get Simple Links instead.

Input Type Details
Target Nav Link Proxy The Nav Link Proxy component.
New Links Navigation Link array Must be connected. The new simple links.

Pure · Target: Nav Link Proxy component · Menu: AI › Navigation

Returns a copy of the Links array.

Input Type Details
Target Nav Link Proxy The Nav Link Proxy component.
Output Type Details
Return Value Navigation Link array

Events#

Select the component and click + next to the event in the Events section of the Details panel.

Event · Target: Nav Link Proxy component

An agent following a path has reached the smart link. It fires before the component moves the agent, for every Traversal mode, so it is the place for a sound or animation. With Traversal set to None, start moving the agent in this same event, then call Resume Path Following once it is across. It fires on the machine running the AI, which is the server in multiplayer. Simple links never fire it.

Event pin Type Details
Moving Actor Actor The pawn that reached the link.
Destination Point Vector The point it is heading to at the far end.

Event · Target: Nav Link Proxy component

The component has finished carrying an agent across: a jump landed or timed out, or a teleport completed.

Event pin Type Details
Moving Actor Actor The pawn that crossed.

It does not fire with Traversal set to None, when another link's jump takes over in mid-air, when the pawn is destroyed, or when the link is removed during the jump.

Event · Target: Nav Link Proxy component

The smart link was opened or closed by Set Smart Link Enabled. It fires only on the machine that called the node, and not for Details panel edits.

Event pin Type Details
Enabled Boolean The new state.

With Notify When Enabled or Notify When Disabled on, it also repeats every Broadcast Interval seconds while the link stays in that state, and fires twice in the frame the state changes.

Variables#

The Details panel settings below can be read in Blueprint with Get nodes. Change the read-only ones with the nodes above. Smart Link Supported Agents is available in the Details panel only.

Variable Type Default Access
Use Smart Link Boolean On Read-only
Smart Link Start Vector (0, -50, 0) Read-only. Use Set Smart Link Endpoints.
Smart Link End Vector (0, 50, 0) Read-only. Use Set Smart Link Endpoints.
Smart Link Direction Nav Link Direction Both Ways Read-only. Use Set Smart Link Endpoints.
Link Enabled Boolean On Read-only. Use Set Smart Link Enabled.
Enabled Area Class Nav Area class NavArea_Default Read-only. Use Set Enabled Area Class.
Disabled Area Class Nav Area class NavArea_Null (impassable) Read-only. Use Set Disabled Area Class.
Create Box Obstacle Boolean Off Read-only
Obstacle Offset Vector (0, 0, 0) Read-only
Obstacle Extent Vector (50, 50, 50) Read-only
Obstacle Area Class Nav Area class NavArea_Null Read-only
Notify When Enabled Boolean Off Read-only
Notify When Disabled Boolean Off Read-only
Broadcast Radius Float 0 Read-only
Broadcast Interval Float 0 s Read-only
Broadcast Channel Collision Channel Pawn Read-only
Links Navigation Link array One entry Read-only. Use the simple link nodes.
Traversal Nav Link Traversal Jump Read and write. Applies to the next agent.
Jump Arc Float 0.5 (0.05 to 0.95) Read and write
Jump Timeout Float 5 s (minimum 0.1) Read and write

Traversal modes#

Traversal What happens when an agent reaches the smart link
None (Walk, or Handle in Blueprint) Nothing moves the agent, and its path following keeps steering it toward the far end. Use it for a passage the agent can walk, such as a doorway, or move the agent yourself from On Smart Link Reached in the same frame.
Jump Default. A Character flies an arc to the far end and resumes its path when it lands. A pawn that is not a Character, or a jump with no possible arc, is teleported instead.
Teleport The agent is placed standing at the far end, keeping its rotation, and resumes its path at once.

Jump Arc sets the shape of the jump. Lower values give a higher, steeper arc, which clears a railing or a lip; higher values give a flatter, faster arc for a low ceiling. At 0.5 the arc leaves flat ground at about 45 degrees. A very flat arc aimed at a higher ledge may have no solution, and the Character is then teleported.

During a jump the Character is in the Falling movement mode, so its animation sees a fall, and On Landed fires when it lands. It keeps to the arc even if its path is interrupted. After landing, its speed is limited to its Max Walk Speed.

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