# Nav link proxy doesn't work

**URL:** <https://forums.unrealengine.com/t/nav-link-proxy-doesnt-work/235821>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [June 16, 2021, 4:25pm UTC](https://forums.unrealengine.com/t/nav-link-proxy-doesnt-work/235821 "2021-06-16T16:25:07Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![HAF-Blade](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/haf-blade/32/88718_2.png) [@HAF-Blade](https://forums.unrealengine.com/u/HAF-Blade)\
**Post date:** [September 8, 2021, 8:33pm UTC](https://forums.unrealengine.com/t/nav-link-proxy-doesnt-work/235821/3 "2021-09-08T20:33:06Z")

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Perhaps you suffer from the same point like here:

> [@Nav Link Proxy SmartLinkReached event caught by wrong Nav Link](https://forums.unrealengine.com/t/nav-link-proxy-smartlinkreached-event-caught-by-wrong-nav-link/235639/2):
>
> The PathPt0 is correct, but its CustomLinkId is for the wrong nav link Blockquote // handle moving through custom nav links if (PathPt0.CustomLinkId) { UNavigationSystemV1\* NavSys = FNavigationSystem::GetCurrent(GetWorld()); INavLinkCustomInterface\* CustomNavLink = NavSys-\>GetCustomLink(PathPt0.CustomLinkId); StartUsingCustomLink(CustomNavLink, SegmentEnd); } Blockquote INavLinkCustomInterface\* UNavigationSystemV1::GetCustomLink(uint32 UniqueLinkId) const { const FNavigationSystem…

It seems that in some cases the wrong NavLinkProxy is chosen by the AI or something similar.

Have you found a solution in the meantime?

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_[View the full topic](https://forums.unrealengine.com/t/nav-link-proxy-doesnt-work/235821)._
