# Disabling/Enabling NavLinkProxy

**URL:** <https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506>\
**Category:** AI\
**Tags:** navlinkproxy, Navigation, unreal-engine, bug-report, question\
**Created:** [May 5, 2015, 12:21pm UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506 "2015-05-05T12:21:18Z")\
**Posts on this page:** 15\
**Page:** 1

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**Author:** ![anonymous\_user\_79adfef7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_79adfef7](https://forums.unrealengine.com/u/anonymous_user_79adfef7)\
**Post date:** [May 5, 2015, 12:21pm UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/1 "2015-05-05T12:21:18Z")

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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.

Am I doing something wrong ?

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [May 5, 2015, 3:57pm UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/2 "2015-05-05T15:57:04Z")

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Hi Robin,

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.

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**Author:** ![anonymous\_user\_79adfef7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_79adfef7](https://forums.unrealengine.com/u/anonymous_user_79adfef7)\
**Post date:** [May 6, 2015, 5:18am UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/3 "2015-05-06T05:18:19Z")

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That is reassuring to hear, I hope you get to fix this issue in a not to distant version 🙂

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [May 6, 2015, 8:04pm UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/4 "2015-05-06T20:04:00Z")

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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.

Cheers,

TJ

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**Author:** ![anonymous\_user\_79adfef7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_79adfef7](https://forums.unrealengine.com/u/anonymous_user_79adfef7)\
**Post date:** [May 15, 2015, 12:08pm UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/5 "2015-05-15T12:08:34Z")

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I guess that means you are actively working to solve this issue right now then? (as well as other issues of course)

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [May 15, 2015, 1:10pm UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/6 "2015-05-15T13:10:27Z")

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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.

Cheers,

TJ

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**Author:** ![JaroMast](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JaroMast](https://forums.unrealengine.com/u/JaroMast)\
**Post date:** [May 14, 2016, 8:30am UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/7 "2016-05-14T08:30:20Z")

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Still having this issue in version 4.11.

Did you tried fixing it?

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**Author:** ![anonymous\_user\_fa5b3096](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fa5b3096](https://forums.unrealengine.com/u/anonymous_user_fa5b3096)\
**Post date:** [May 17, 2016, 2:01pm UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/8 "2016-05-17T14:01:29Z")

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It’s been a year now, what is the status of this bug?

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [May 17, 2016, 4:49pm UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/9 "2016-05-17T16:49:54Z")

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Hi luthage,

It’s currently the same status I reported about. I’ll comment in the JIRA to let the developers know that more users are interested in this issue.

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**Author:** ![anonymous\_user\_79adfef7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_79adfef7](https://forums.unrealengine.com/u/anonymous_user_79adfef7)\
**Post date:** [May 20, 2016, 12:49pm UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/10 "2016-05-20T12:49:09Z")

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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,.

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**Author:** ![anonymous\_user\_7959cd03](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_7959cd03](https://forums.unrealengine.com/u/anonymous_user_7959cd03)\
**Post date:** [July 5, 2016, 2:43am UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/11 "2016-07-05T02:43:21Z")

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Any news on this? It would be very helpful for small doorways and other such things.

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [July 12, 2016, 8:10pm UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/12 "2016-07-12T20:10:35Z")

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Hi everyone,

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.

Thanks,

TJ

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**Author:** ![MarcoMariaRossi](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/marcomariarossi/32/1069093_2.png) [@MarcoMariaRossi](https://forums.unrealengine.com/u/MarcoMariaRossi)\
**Post date:** [October 19, 2020, 3:27pm UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/13 "2020-10-19T15:27:37Z")

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Can we have this exposed to blueprint please? No way to change it dynamically as it is …

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**Author:** ![davicyyo](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/davicyyo/32/251734_2.png) [@davicyyo](https://forums.unrealengine.com/u/davicyyo)\
**Post date:** [March 30, 2022, 1:02pm UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/14 "2022-03-30T13:02:47Z")

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This post was updated from Old answerhub and i can’t reply, but my temporal solution is:

> [@Disabling/Enabling NavLinkProxy](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/268584/2):
>
> 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…

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**Author:** ![Zarsky](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Zarsky](https://forums.unrealengine.com/u/Zarsky)\
**Post date:** [August 30, 2023, 8:00am UTC](https://forums.unrealengine.com/t/disabling-enabling-navlinkproxy/317506/15 "2023-08-30T08:00:15Z")

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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.
