Enabling/Disabling NavLinkProxy at runtime

Is it possible to enable or disable NavLinkProxy at runtime? I don’t want to use smartlink as I found it very unreliable and real pain to work with during setup. Let’s imagine a scenario when AI is jumping down from a big platform to attack a player. If player is fighting below the landing of Navlink Proxy and AI will start dropping at the same spot it becomes ridicolous. I would like to control which navlinks can be disabled if landing area is crowdy by pawns. I can see Navlink inherits from Actor function IsNavigationRelevant(), but I have no idea how it works within NavSystem and what needs to be called to update Navigation at runtime? Another option would be to change runtime Supported Agents in simple link? I can’t really see where is this coming from? I can see TArray PointLinks; Then in FNavigationLinkBase I can see FNavAgentSelector SupportedAgents; Trying to figure out on my own seems impossible. I would expect this to be a very basic functionality already exposed to users. That makes me question if you would rather spawn invisible objects to block that path or smth. else? Any guidance would be much appreciated.

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