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description: Step 4 of 4 in setting up Navigation Trails with Quest Map Pro
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# Set Navigation Data in Location Manager

Click on your newly placed **Location Manager**. Set the **NavigationData** setting to use the navigation recast data generated by the **NavMeshBoundsVolume**. It should be called something like **RecastNavMesh-Default**. It is possible to create sets of navigation data (as seen in the image below), allowing different agent settings for navigation vs. enemies, for instance, by using the navigation system agent settings. For more information on this please refer to the Unreal Engine documentation for the navigation system.

<figure><img src="https://lh3.googleusercontent.com/vxxgAcaVIgKHzkRYxfeMpoyiqsrwbcvTyVfGSFE7F1MMkIlj9AomUvwfIawvFXmwInwUcO9AXjNGts3IR2-bp0n-HFm-PyF325sQgkUKhOYgqEZ0DKvjn3J332i_cEzWeQapJkSxgZfJqZwhc90Y_aA" alt=""><figcaption></figcaption></figure>

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th></th><th data-hidden></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Go Back:</td><td><strong>Add the Location Manager to your World</strong></td><td></td><td><a href="add-the-location-manager-to-your-world">add-the-location-manager-to-your-world</a></td></tr></tbody></table>
