Use navlinks and navmeshes to create smooth parkour?

Is it possible to use NavLinks to make dynamic parkour. Say I have a spline which I use for ledge grabbing and a player is shimmying along the ledge with the spline and a portion of it has another ledge above could I make like a volume navmesh or something on the portion and create a navlink to the ledge above which has a navmesh or like some sort of volume? Do I need any special programming?

If I understand you correctly we’re not supporting any of this out of the box. If you could be more specific we could suggest some course of action, pictures will help :smiley:

–mieszko

In assassins creed behind the scenes for 3 and 4, they show some navigation meshes as new feature and thats what creates the well known freerunning ability in the game. I would like to recreate that but in Unreal. Tracing wouldn’t be as accurate since I tried and not as dynamic. I wanted to know if navlinks are only for ai bots or can I program it to be usable for the player?

It is possible to have player pawn following a navigation path (SimpleMoveTo takes advantage of that), and a navigation path can contain navigation links, which implies player being able to follow nav links :slight_smile: