Nav Link Proxy SmartLinkReached event caught by wrong Nav Link

Hello,
I am working on a game with AI that can traverse between different sections of the ue4 nav mesh by using Nav Link Proxy actors. I am using the SmartLinkReached event to call some custom movement code.

The Nav Link Proxy actor is occasionally not the same actor as the one the AI is near. I found this forum post where other users are experiencing the same issue: Nav Link Proxy SmartLinkReached event caught by wrong Nav Link.

In that thread, there is a solution that involved editing the source code. I tried that solution, but it didn’t work. I did build the engine from the source on GitHub when I tried this.

What I am wondering is:

Is there a way to fix this issue without editing the source code?

If editing the source code is necessary, are there any ways to fix the issue besides the solution outlined by EdificeOrifice in that thread I posted?