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Navlink Proxy w/ teleporters problems (Alternatives?)

So I've been stuck on this issue for the past few days, any help is greatly appreciated.

Background

I have a situation where I have enclosed rooms (goal A) (base A) (arena) (base B) (goal B) and each room is connected by a teleporter. I want to be able to tell the AI to go to goal B from any other portion and have it figure out the correct path.

What I tried

The best way to do this seems to be navlink proxies. For some reason, these seem to behave very... unreliably. I think it may have something to do with some of the portals (and associated room nav meshes) being very far away from each other. So when it tries to calculate the path, it's outside of the bounds for where it's looking.

What I'm trying now

I've taken a step back and decided the simplest solution would be something like a new blueprint Actor called TeleportNavlink with 2 components PointA and PointB. The user would then position PointA and PointB next to the teleporters when creating an instance of the blueprint in the level map and the corresponding nav meshes would be "connected" at those points as far as path generation is concerned.

Key Question(s)

All I need is for when the AI is instructed to move to goal B can include PointA + PointB in its path calculations.

The simplest example I can think of would be running off the "BeginPlay" event for the TeleportNavLink actor and calling some kind of inform navigation of new path from vectorX to vectorY and rebuild nav (if necessary).

Is anyone aware of a way to do this with blueprints? Or I'd need C++? Or it's impossible? Or use nav link proxies?

Thanks!

Product Version: UE 4.16
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asked Sep 20 '17 at 04:22 PM in Blueprint Scripting

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dave_sullivan
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