Hello and thanks for reading! Today me and a cohort from Discord put our heads together to come up with a best practice method for using the NavLinkProxy - converting it to an actor in order to utilize the EventReceivedSmartLinkReached() node - which allows a sort of Trigger Volume functionality to cast to any class once this point has been reached.
Now - with the current implementation of 4.14.3 (Source Build) - the NavLinkProxy when converted to an actor blueprint, and uses the NavLinkProxyComponent… has no exposed variables/child components for any of its properties… which would be REALLY helpful in order to get/set the Simple/Smart link handles that you drag out in the 3d world.
Currently - you have to drag the Simple handles (the only ones available to setup the link) to where you want them to be. Then you have to set TRUE the bSmartLinkRelevant in order for the event node to be triggered. Once this is done, you THEN have to take the SimpleLink Start & End locations, and manually copy/paste these values to the SmartLink Relative Start/End locations in the details panel (NOT INSIDE THE BLUEPRINT) in order for the handles to be in the right location - otherwise this event will never trigger because it is never reached.
Expose the following component for editing on construct/runtime: SmartLinkComp()::SmartLink()::LinkRelativeStart(Vector3) & LinkRelativeEnd(Vector3)
Dynamically link the SmartLink()::LinkRelativeStart() & LinkRelativeEnd() to the SimpleLink()::LinkRelativeStart() & LinkRelativeEnd() via binding.
Thanks for the great software suite! Long live Unreal Engine 4!