# Nav Link Proxy SmartLinkReached event caught by wrong Nav Link

**URL:** <https://forums.unrealengine.com/t/nav-link-proxy-smartlinkreached-event-caught-by-wrong-nav-link/235639>\
**Category:** World Creation\
**Tags:** ai-navigation, Navigation, unreal-engine, navmesh\
**Created:** [June 15, 2021, 6:14pm UTC](https://forums.unrealengine.com/t/nav-link-proxy-smartlinkreached-event-caught-by-wrong-nav-link/235639 "2021-06-15T18:14:24Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![anonymous\_user\_58337127](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_58337127](https://forums.unrealengine.com/u/anonymous_user_58337127)\
**Post date:** [June 15, 2021, 9:14pm UTC](https://forums.unrealengine.com/t/nav-link-proxy-smartlinkreached-event-caught-by-wrong-nav-link/235639/2 "2021-06-15T21:14:59Z")

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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::FCustomLinkOwnerInfo\* LinkInfo = CustomLinksMap.Find(UniqueLinkId);  
> return (LinkInfo && LinkInfo-\>IsValid()) ? LinkInfo-\>LinkInterface : nullptr;  
> }

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