I am using a NavLinkProxy with a smart link to be able to toggle the link on and off. This does not seem to work however. Not even having the nav link set to disabled at start seems to work, the AI still use the nav link proxy between the point where it shouldn’t be able to traverse.
I’m investigating your issue and so far I’m getting the same results as you. We are having a meeting with the AI lead tomorrow. I’ll bring this up and post back here with an update asap.
I created JIRA UE-15087 in our tracking software for this. Our developers will be investigating the issue further and we will post back here with updates as we have them.
It’s been logged in our system and the devs will be looking into it. However, like any other issues it’s been queued and prioritized. When there is an update to it’s status or when it is fixed, we will post back here to let you know.
Please keep in mind that show stoppers and crash bugs always take highest priority.
My workaround for this in the meantime is to make a wrapper class for the NavLinkProxy which then moves the actual links and updates the navigational octtree when enabling/disabling.
This however might not work depending on you level layout,.
The JIRA entered above was marked as By Design. The reason being is the “Link Enabled” option just basically allows you to toggle between the Simple Link and Smart Link. If there is no Simple Link data, then “Link Enabled” doesn’t do anything.
To actually disable the Smart Link, use the “Smart Link Is Relevant” option.
I plan to enter a feature request to make this more clear in the engine.
It would be a pretty nice feature to have. Imagine having a door that can be locked by the player to prevent NPCs from going through. This would make that pretty easy to do.