Methods
ResumePathFollowing
This (optional) method is used when the PathFollowingComponent enters into this specific NLAPhysicalLink. It ensures that path-following resumes correctly after the agent exits the link. While exit events will trigger even without calling this method, they may be unreliable in some cases. Calling ResumePathFollowing guarantees that the Exit events for this navigation link are accurately traced and handled.

UFUNCTION(BlueprintCallable, Category="AI|Navigation Link Array")
void ResumePathFollowing (UPathFollowingComponent* PathFollowingComponent);GetNavigationLinkArrayComponent
Returns the owner NLAComponent of this navigation link. This allows you to access the parent component that manages the link. The function may return nullptr, so it is crucial to validate the returned value before attempting to use it.

/*
* Returns the Navigation Link Array Component that this Navigation Link was created from.
*/
UFUNCTION(BlueprintCallable, Category="AI|Navigation Link Array")
UNLAComponent* GetNavigationLinkArrayComponent () const;GetNavigationLinkArraySet
Returns a copy of the FNLASet structure that was used to create this specific navigation link. This value reflects the latest settings from the NLAComponent and updates whenever changes are made to the component’s settings.

/*
* A copy of the Navigation Link Array Set that was used to create this Navigation Link
* by the Navigation Link Array Component.
*/
UFUNCTION(BlueprintCallable, Category="AI|Navigation Link Array")
FNLASet GetNavigationLinkArraySet () const;GetNavLinkModifier

/*
* NavLinkId unique identifier for a link. Its recommended to use
* |GetNavigationLinkArraySet| if you need to know more about the link.
*/
UFUNCTION(BlueprintCallable, Category="AI|Navigation Link Array")
FNavigationLink GetNavLinkModifier () const;GetNavigationLinkOrigin
Returns the origin point of the navigation link in world space. This value dynamically updates whenever the settings in the NLAComponent are modified, the component itself moves, or the shape of the spline changes.

/*
* Returns the origin of the Navigation Link. This is the transform
* that was used to place the link on the spline.
*/
UFUNCTION(BlueprintCallable, Category="AI|Navigation Link Array")
FTransform GetNavigationLinkOrigin () const;GetNavigationLinkPoints
Returns the left and right points of the navigation link in world space. These points define the two endpoints of the link as positioned in the game world.

/*
* Returns Left and Right points in World Space.
*
* @Param Left - Left point of the link.
* @Param Right - Right point of the link.
*/
UFUNCTION(BlueprintCallable, Category="AI|Navigation Link Array")
void GetNavigationLinkPoints (FVector& Left, FVector& Right);GetNavigationLinkStartEndPoints
This method works similarly to GetNavigationLinkPoints but adjusts the returned points based on the direction of the navigation link.
If the direction is set to
Direction::LeftToRight, the start point will be the left point, and the end point will be the right point.If the direction is set to
Direction::RightToLeft, the start point will be the right point, and the end point will be the left point.For
Direction::Both, the method defaults to returning the left point as the start and the right point as the end.
This is particularly useful when the navigation link’s directionality matters for pathfinding or traversal logic.

UFUNCTION(BlueprintCallable, Category="AI|Navigation Link Array")
void GetNavigationLinkStartEndPoints (FVector& Start, FVector& End);GetMovingAgents
Returns a map containing all PathFollowingComponents that are currently using this navigation link.
Key: The
PathFollowingComponentrepresenting the agent utilizing the link.Value: An
NLAPhysicalLinkMoveStateChangedEventstructure that provides details about the agent's movement state on the link.
This method is useful for tracking active agents on the navigation link and their current traversal status.

UFUNCTION(BlueprintCallable, Category="AI|Navigation Link Array")
TMap<UObject*, FNLAPhysicalLinkMoveStateChangedEvent> GetMovingAgents () const;Last updated