I’ve created some example for my current case.
I have several different NavLinkProxies for different vaulting scenarios in my game.
In this case I positioned the following NavLinkProxy actors in the level
VaultOverObstacle_050_NavLink
VaultOverObstacle_075_NavLink
VaultOverObstacle_100_NavLink
VaultOverObstacle_150_NavLink
VaultOverObstacle_200_NavLink
which all directly inherit from AIModule.NavLinkProxy
I furthermore used also blueprint implementations but they seem to have the same issue.
So I placed always 3 of these NavLinkProxies next to each other (by copying them with ALT + drag in the editor).
In some cases the AI uses different ones when running to me, because of a little bit different positioning, so I can try around.
Here is the implementation of the VaultOverObstacle_050_NavLink.
It simply calls a method on my character and it also gives a reference of the current NavLinkProxy to this character. After some testing I saw that this reference is the wrong one!
So I added a print string into the NavLinkProxy…
and even there the NavLinkProxy has sometimes the completely wrong reference.
In my last run the first NavLinkProxy should have been of class VaultOverObstacle_050_NavLink but it was the reference of the last left NavLinkProxy from the first screenshot VaultOverObstacle_200_NavLink3.
This is really a major issue because in this way the NavLinkProxy system is not usable for me.