Disabling/Enabling NavLinkProxy

A temporary solution (not as efficient as a functionality of unreal could be) would be:

  1. Create a new actor
  2. Create an “isEnabled” variable
  3. Create a nav link (viewport)
  4. For check position, go to world put the actor, press key “P” to look navmesh, you can see the nav link position.
  5. Copy links and delete nav link from viewport.
  6. Follow the next blueprint.
  7. 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.

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