# \[UE5.6\] Manually placed Nav Link Proxy fails to trigger smart link received event

**URL:** <https://forums.unrealengine.com/t/ue5-6-manually-placed-nav-link-proxy-fails-to-trigger-smart-link-received-event/2673281>\
**Category:** Programming & Scripting\
**Tags:** navlinkproxy, ai-navigation, navigation-mesh, Navigation, nav-link-proxy, unreal-engine, navmesh, Blueprint\
**Created:** [November 9, 2025, 5:32pm UTC](https://forums.unrealengine.com/t/ue5-6-manually-placed-nav-link-proxy-fails-to-trigger-smart-link-received-event/2673281 "2025-11-09T17:32:45Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Candescence](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Candescence](https://forums.unrealengine.com/u/Candescence)\
**Post date:** [November 9, 2025, 5:32pm UTC](https://forums.unrealengine.com/t/ue5-6-manually-placed-nav-link-proxy-fails-to-trigger-smart-link-received-event/2673281/1 "2025-11-09T17:32:45Z")

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I’m working entire in blueprints right now, btw. I’ve heard UE’s navigation stuff can be a bit messed up if you’re not using C++, mind you.

But basically I’m working on setting up nav mesh links that allow AI agents to jump up and down ledges. It works just fine with a generated nav links proxy child class, but a Nav Link Proxy class does not trigger the “Receive Smart Link Reached” event when an agent reaches it (something I can confirm due to no break point triggering, which happens when the generated nav links are reached). I’ve tried a bunch of things, including deleting the simple link after syncing up the smart link, fiddling with a bunch of settings, and so on. The agents are definitely _trying_ to traverse the link, but otherwise, nope.

So yeah, any idea what the problem might be?
