The arc is visible but the AI ignores it#
Press P and put both endpoints inside the navigable surface. Check direction, supported agents, the destination, and whether an alternate route is cheaper.
A spawned link is ignored#
Set the navigation mesh's Runtime Generation to Dynamic, then test again with an actor spawned during play.
The AI walks off the ledge#
Use the smart link with Traversal: Jump. Remove unused simple links across the gap. If Traversal is None, your Blueprint must supply movement immediately.
The AI jumps through a doorway#
Set Traversal to None for a passage it can walk through.
A jump falls short or hits something#
Inspect the flight path for railings, ceilings, and ledges. Adjust Jump Arc and keep both endpoints inside navigation. Make sure your event does not also launch the character while built-in Jump is active.
On Smart Link Reached does not fire#
The AI may be crossing on a simple link or ordinary navigation. Confirm Use Smart Link is enabled, its own endpoints are placed correctly, and the route actually uses it.
No arc is drawn#
Check Draw Links In Editor Viewports in Project Settings → Plugins → Blueprint Nav Link. Confirm the component has at least one simple link or Use Smart Link on. A closed smart link draws only while Draw Disabled Smart Links is on, and arcs never draw during play.
The arc does not move with this component#
Verify you added this plugin's Nav Link Proxy, rather than the engine's similarly named Nav Link component.
Endpoint edits do not persist#
Drag the endpoint handle, then compile and save the Blueprint. If reopening loses the position, report the steps and whether the edit was made in the Blueprint or level viewport.
A disabled link remains passable#
Set Disabled Area Class to Null. Also check whether the AI is bypassing the link through ordinary navigation.
For further help, send Support the link settings, engine and plugin versions, and screenshots with navigation visible.