# \[UE\_4.4\]\[AI + Navmesh\] Using NavLinkProxy's smart and simple links - only simple seems to work?

**URL:** <https://forums.unrealengine.com/t/ue-4-4-ai-navmesh-using-navlinkproxys-smart-and-simple-links-only-simple-seems-to-work/292588>\
**Category:** AI\
**Tags:** navlinkproxy, pathfinding, navmesh-bug, ai-controller, unreal-engine, navmesh, question\
**Created:** [September 1, 2014, 12:15pm UTC](https://forums.unrealengine.com/t/ue-4-4-ai-navmesh-using-navlinkproxys-smart-and-simple-links-only-simple-seems-to-work/292588 "2014-09-01T12:15:58Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![anonymous\_user\_cf025a94](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cf025a94](https://forums.unrealengine.com/u/anonymous_user_cf025a94)\
**Post date:** [September 1, 2014, 12:15pm UTC](https://forums.unrealengine.com/t/ue-4-4-ai-navmesh-using-navlinkproxys-smart-and-simple-links-only-simple-seems-to-work/292588/1 "2014-09-01T12:15:58Z")

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Hi,

I’m experiencing problems while trying to use smart links in AI navigation.

In my understanding Smart links are used for cases when you want to enable/disable them, opening up temp paths for AI to use, and turning it off when certain conditions appear - hence the “enable smart link” bool.

Problem I find is that if a simple link points are not present in a NavLinkProxy (with Smart Link set up for both ends + Use Smart Link on true) - AI stops using this proxy and cannot operate only on Smart Links.

Only after Simple links are set up, AI seems to use this proxy to travel between navmeshes.  
In essence - smart link does nothing (no matter if its enabled or dissabled) apart from handling one event (“Smart link Reached”) .

Question:  
Is there a way to use NavLinkProxy with ONLY smart link setup (without simple points) by AI or do I missunderstood the purpose of a Smart link (if so, can someone please explain?).  
Unfortunately the documentation regarding this topic is almost non-existent…

I would greatly appreciate help.  
Thanks  
T

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**Author:** ![anonymous\_user\_cf025a94](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cf025a94](https://forums.unrealengine.com/u/anonymous_user_cf025a94)\
**Post date:** [September 2, 2014, 9:10pm UTC](https://forums.unrealengine.com/t/ue-4-4-ai-navmesh-using-navlinkproxys-smart-and-simple-links-only-simple-seems-to-work/292588/2 "2014-09-02T21:10:17Z")

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Ok so I found the reason this wasn’t working - I was using NavLinkProxy as I Child Actor in a blueprint and apparently there are some problems with using smart links there.

You can find relevant bug posted here:

[https://answers.unrealengine.com/questions/92267/-bug-441-navlinkproxy-as-child-actor-smartlink-bug-1.html](https://answers.unrealengine.com/questions/92267/-bug-441-navlinkproxy-as-child-actor-smartlink-bug-1.html)

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**Author:** ![anonymous\_user\_bfb6462a1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_bfb6462a1](https://forums.unrealengine.com/u/anonymous_user_bfb6462a1)\
**Post date:** [September 8, 2014, 9:53pm UTC](https://forums.unrealengine.com/t/ue-4-4-ai-navmesh-using-navlinkproxys-smart-and-simple-links-only-simple-seems-to-work/292588/3 "2014-09-08T21:53:11Z")

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Have you found any good way to use smart links within another blueprint? I’m having the same issue that I want to populate links in blueprints that will be in many places in my level, rather than having to populate each link individually.

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**Author:** ![anonymous\_user\_cf025a94](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cf025a94](https://forums.unrealengine.com/u/anonymous_user_cf025a94)\
**Post date:** [September 9, 2014, 11:33am UTC](https://forums.unrealengine.com/t/ue-4-4-ai-navmesh-using-navlinkproxys-smart-and-simple-links-only-simple-seems-to-work/292588/4 "2014-09-09T11:33:59Z")

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Well not really, all I can do for now is sit and wait for 4.5 and keep my fingers crossed it will be fixed there 🙂  
But remember that my issue regards only smart links - simple ones work fine, so unless you want to enable/disable them I would just use simple links if I were you.  
If simple links dont work for you as child actors, show me your blueprint settings and I can compare with mine.

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**Author:** ![anonymous\_user\_bfb6462a1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_bfb6462a1](https://forums.unrealengine.com/u/anonymous_user_bfb6462a1)\
**Post date:** [September 9, 2014, 5:37pm UTC](https://forums.unrealengine.com/t/ue-4-4-ai-navmesh-using-navlinkproxys-smart-and-simple-links-only-simple-seems-to-work/292588/5 "2014-09-09T17:37:16Z")

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I’ve had a strange occurrence, smart links on a NavLinkProxy derived class as a child actor are working for me now. My derived class uses the PointLinks data to populate the SmartLink, including the start/end points, direction, and NavArea. It also sets the NavigationRelevancy of the SmartLinkComp to true and empties the PointLink array.

Defaults for NavLink blueprint

 ![14946-navlink.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/7/2/27229bf686e411568e62e9a6cf95ccab8cf1aadf.png)

Code for copying PointLink data to SmartLink

 ![14947-navlink2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/5/5/155decc928220a78cfc664b3e7dd2ed7f55eb85b.png)

To be honest, I’m not exactly sure why this works, but just having the smart link data itself doesn’t.

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**Author:** ![fr-coder](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@fr-coder](https://forums.unrealengine.com/u/fr-coder)\
**Post date:** [January 13, 2025, 10:56am UTC](https://forums.unrealengine.com/t/ue-4-4-ai-navmesh-using-navlinkproxys-smart-and-simple-links-only-simple-seems-to-work/292588/6 "2025-01-13T10:56:50Z")

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This issue is still present for me using 5.5.1. Anyway to fix it?
