> For the complete documentation index, see [llms.txt](https://cryomen.gitbook.io/navigation-link-array/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://cryomen.gitbook.io/navigation-link-array/classes/nla-component/settings.md).

# Settings

The Settings page describes the available configuration options in the NLA Component.

## Count

Defines the number of [`NLAPhysicalLink`](/navigation-link-array/classes/nla-physical-link.md) to place along the spline. You can create as many links as needed; however, be mindful that each additional link slightly increases the computational load during pathfinding in Unreal Engine's Navigation System. For optimal performance, keep the number of links as low as possible—use only as many as your project requires.

{% embed url="<https://www.youtube.com/watch?ab_channel=CRYOMEN&v=MfnFZbmUf-s>" %}

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## Alignment

Specifies how [`NLAPhysicalLink`](/navigation-link-array/classes/nla-physical-link.md)is positioned along the spline, with four options available:

* **Fill**: Distributes the specified *Count* of links evenly across the entire spline. The first link will be placed at the spline's start, and the last at its end. If *Count* is set to 1, a single link will be centered on the spline. *Distance* is ignored in this mode.
* **Left**: Positions links starting from the beginning of the spline, taking both *Count* and *Distance* parameters into account.
* **Center**: Aligns links around the center of the spline, considering both *Count* and *Distance* values.
* **Right**: Positions links starting from the end of the spline, with *Count* and *Distance* applied.

{% embed url="<https://www.youtube.com/watch?ab_channel=CRYOMEN&v=3uLI4hkKXbo>" %}

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## Distance

Sets the spacing between each [`NLAPhysicalLink`](/navigation-link-array/classes/nla-physical-link.md) along the spline. This parameter is used in conjunction with the *Count* and *Alignment* settings to control how links are distributed.

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## Debug Color

Specifies the color used for debugging purposes. Once [`NLAPhysicalLink`](/navigation-link-array/classes/nla-physical-link.md) are populated along the spline, each link’s position can be visualized as a small sphere in this color. To enable or disable this debug visualization within the navigation system, press "P" in the editor.

{% embed url="<https://www.youtube.com/watch?ab_channel=CRYOMEN&v=BRx5Jesq0ng>" %}

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## Left

Each [`NLAPhysicalLink`](/navigation-link-array/classes/nla-physical-link.md) includes two points, *Left* and *Right*, which correspond to specific positions on the spline. The *Left* parameter offsets the link's left point from its designated spline position, allowing for precise control over link placement.

## Right

Similar to the *Left* parameter, the *Right* parameter offsets the link's right point from its designated position on the spline, providing additional customization for link positioning.

{% embed url="<https://www.youtube.com/watch?ab_channel=CRYOMEN&v=KC56nEi9BG0>" %}

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## Left Project Height

This setting helps position the left point of a [`NLAPhysicalLink`](/navigation-link-array/classes/nla-physical-link.md) on the ground by projecting a trace from its current location downwards. *Left Project Height* determines the trace length; if set to 0, the projection feature is disabled.

## Right Project Height

Like *Left Project Height*, this setting projects a trace downward from the right point to help align it with the ground. *Right Project Height* sets the trace length, and a value of 0 disables the projection feature.

{% embed url="<https://www.youtube.com/watch?ab_channel=CRYOMEN&list=PL-AU5Owdz4HiTHMELT4B-3o6Ge_SrBMtx&v=eUQJRl8UMWc>" %}

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## Snap Radius

Specifies the radius within which the Navigation System will search for a navigation mesh at both the left and right points of the link. This is a native Unreal Engine setting that enables precise navigation mesh snapping within the defined radius.

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## Direction

Determines the allowed movement directions across each [`NLAPhysicalLink`](/navigation-link-array/classes/nla-physical-link.md), with three options available:

* **Left To Right**: Movement is allowed only from the left point to the right point.
* **Right To Left**: Movement is allowed only from the right point to the left point.
* **Both Ways**: Movement is allowed in both directions.

{% embed url="<https://www.youtube.com/watch?ab_channel=CRYOMEN&v=N8oywAWrw_s>" %}

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## Use Snap Height

Enables the use of the *Snap Height* setting below, allowing you to customize the height at which the Navigation System will attempt to snap each link point.

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## Snap Height

A native Unreal Engine setting that functions similarly to *Left Project Height* and *Right Project Height*. This parameter controls the height for mesh snapping, left here for backward compatibility with older navigation setups.

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## Supported Agents

Specifies which agents are allowed to use this [`NLAPhysicalLink`](/navigation-link-array/classes/nla-physical-link.md). Agents are a native Unreal Engine feature that defines different types of characters or entities within the navigation system.

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## Area Class

Defines the area type for the [`NLAPhysicalLink`](/navigation-link-array/classes/nla-physical-link.md). By default, it uses the value provided by `FNavigationSystem::GetDefaultWalkableArea`, which identifies standard walkable surfaces. You can specify a custom area class for specialized navigation behavior.

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## Link Class

Sets the class used for the [`NLAPhysicalLink`](/navigation-link-array/classes/nla-physical-link.md). By default, it uses the [`NLAPhysicalLink`](/navigation-link-array/classes/nla-physical-link.md) class, though you can specify a custom link class for advanced or customized functionality.
