NavLinkProxy Child Actor - Smart Link in 5.4

I would like to ask for advice on how to properly implement NPCs passing through doors in a game. The NPC starts at point A and needs to reach point B, but there is a door in the way. The NPC should walk up to the door, open it, and then proceed to point B.

I approached this by creating a door actor with embedded logic for animations, character actions, lock states, etc. I added a child actor with a NavLink Proxy inside the door actor, using Smart Link to trigger the door and character animations when the NavLink is activated. This worked well until I updated to Unreal Engine 5.4 (currently 5.4.3). In this version, the NavLink logic within the door’s child actor no longer functions.

To fix this, I tried disabling the door’s influence on navigation and added a trigger box instead. When the NPC enters the trigger box, the same logic should execute. This partially works, but the NPC does not continue to point B after the door opens.

I must have had a moment of mental block while troubleshooting the issue. The solution turned out to be quite simple: I created a new blueprint with the NavLink class and placed it independently on the map. I then mapped each door to the corresponding NavLink, and it works beautifully. Although I have to manually place the NavLinks for each door, everything functions perfectly.

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