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NavLinkCustomComponent didn't work on level load.

Hey, i have tryed to make a derived class from UNavLinkCustomComponent to get an BlueprintSpawnableComponent that i can use to have a SmartLink on an Actor. I know i can make a NavLinkProxy derived class to get the same Result, but i need to change the SnapRadius of the SmartLink and therefore i have tryed to change the GetLinkModifier() function of the UNavLinkCustomComponent class. With the changes of the GetLinkModifier() funktion i get the expected result. The SnapRadius sets correctly, but the the SmartLink can't be used for pathfinding after level load. But the SmartLink will work fine if i build navigation (On next level load pathfinding still not working).

I used UnrealEngine version 4.12.5.

SmartLinkComponent.h file:

 #pragma once
 #include "AI/Navigation/NavLinkCustomComponent.h"
 #include "SmartLinkComponent.generated.h"
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FSmartLinkReached, AActor*, MovingActor, const FVector&, DestinationPoint);
 UCLASS(meta = (BlueprintSpawnableComponent))
 class MYPROJECT_API USmartLinkComponent : public UNavLinkCustomComponent
     USmartLinkComponent(const FObjectInitializer& ObjectInitializer);
     FSmartLinkReached OnSmartLinkReached;
     UFUNCTION(BlueprintCallable, Category = "SmartLink")
     virtual FNavigationLink GetLinkModifier() const;
     virtual bool OnLinkMoveStarted(UPathFollowingComponent* PathComp, const FVector& DestPoint) override;    

SmartLinkComponent.cpp file:

 // Fill out your copyright notice in the Description page of Project Settings.
 #include "CrazyZombies.h"
 #include "Navigation/PathFollowingComponent.h"
 #include "SmartLinkComponent.h"
 USmartLinkComponent::USmartLinkComponent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
 FNavigationLink USmartLinkComponent::GetLinkModifier() const
     FNavigationLink LinkMod = Super::GetLinkModifier();
     LinkMod.SnapRadius = 8.0F;
     return LinkMod;
 bool USmartLinkComponent::OnLinkMoveStarted(UPathFollowingComponent* PathComp, const FVector& DestPoint)
     bool IsBaseDelegateBound;
     IsBaseDelegateBound = Super::OnLinkMoveStarted(PathComp, DestPoint);
     AActor* PathOwner = PathComp->GetOwner();
     AController* ControllerOwner = Cast<AController>(PathOwner);
     if (ControllerOwner)
         PathOwner = ControllerOwner->GetPawn();
     if (OnSmartLinkReached.IsBound())
         OnSmartLinkReached.Broadcast(PathOwner, DestPoint);
         return true;
     return IsBaseDelegateBound;

Product Version: UE 4.12
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asked Jul 31 '16 at 12:24 PM in C++ Programming

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avatar image DnS1989 Sep 23 '16 at 01:49 AM

Hey does somebody has a solution to the problem? Maybe MieszkoZ? I really appreciate any help you can provide :)

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