# 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:** 4

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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, 8:59pm UTC](https://forums.unrealengine.com/t/nav-link-proxy-smartlinkreached-event-caught-by-wrong-nav-link/235639/4 "2021-09-08T20:59:11Z")

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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.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/3X/8/7/87659e1f8598e0616fe1c3bef33853e881ee013b.jpeg)

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.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/3X/d/0/d08d62534845149553410318c82fa221d6377678.png)

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…

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/3X/4/e/4e0db33f9f4439100c6d9602c93cfb8e274b28ac.png)

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.

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