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.
SOLUTION/REQUEST:
Expose the following component for editing on construct/runtime: SmartLinkComp()::SmartLink()::LinkRelativeStart(Vector3) & LinkRelativeEnd(Vector3)
OR
Dynamically link the SmartLink()::LinkRelativeStart() & LinkRelativeEnd() to the SimpleLink()::LinkRelativeStart() & LinkRelativeEnd() via binding.
Thanks for the great software suite! Long live Unreal Engine 4!
Have you had the issue of Event Receive Smart Link Reached not firing? I ticked Smart Link Is Relevant and set Link Relative Start and Link Relative End locations to match the Simple Link locations, but that event still isn’t firing when my AI character moves to the start of the link. The AI is aware of the link, but I can’t run any additional logic to traverse the link if that event doesn’t fire.
Got this working by setting link direction to a single direction (Right to Left using the proxy in the picture to get the AI to jump up) instead of both.