A temporary solution (not as efficient as a functionality of unreal could be) would be:
- Create a new actor
- Create an “isEnabled” variable
- Create a nav link (viewport)
- For check position, go to world put the actor, press key “P” to look navmesh, you can see the nav link position.
- Copy links and delete nav link from viewport.
- Follow the next blueprint.
- Paste links in “add nav link component”
Just works for enable/disable
you can use it like a trigger, set isEnabled true/false
EDIT: I’ve opened a discussion because I can’t answer that question.