Nav Link Proxies! They are in UE, why not UEFN?

I’ve been killing myself on bot navigation, unable to do things that I could easily do in UE1 (much less UE5) when I see that Nav Link Proxies exist in UEFN, but they are not accessible to Island makers.

[They are accessible in UE5]
(Overview of how to modify the Navigation Mesh in Unreal Engine | Unreal Engine 5.1 Documentation)]

And they exist in UEFN:

Smartlink1

They make beautiful green arrows that help navigate the bots through doorways, I could use them for many, many things in my Islands.

If there is some way to use them now (other than in official Epic-built prefabs), please let me know!

1 Like

I have discovered how to use imported meshes and set up this functionality.
It was a headache to get it all working with no help from any doc.

I have made a UE5–>UEFN course launching any day now. I cover this process in detail. I skip over the intense tech details that I am sure you are after but few want to hear that talk…

Since I dont want to make you wait.
Use the premade GreyBox Blueprints, either child off them and modify or make a class from the parent and modify to taste. This is the only way I got my imported non FN assets functional.