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Nav Link Proxy

By default, if there is a ledge, the AI will not fall through it, even if it would be the shortest path they could take to get to their destination. In fact, the Nav Mesh on top of the ledge is not (directly) connected with the Nav Mesh at the bottom. However, the Unreal Navigation System provides a way to connect two arbitrary triangles in the Nav Mesh through what is called a Nav Link Proxy.

Although the regions are connected, and the pathfinder will find the correct road, the AI cannot go against the rules of the game, both in terms of physics or game mechanics. This means that if the AI is unable to jump or traverse a magic wall, the character will get stuck since the pathfinder returned a path, but the character cannot execute it.

Let's explore this tool in more detail.

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