
Extract the map system project, open it, and configure: editor startup map and default map to map system, third person game mode, and asset editor location to menu window.
Create a top-down map image using a 2D scene capture component and an orthographic 1080 by 1080 render target, export to PNG, and import into Photoshop.
Create a big map widget blueprint in Unreal Engine 5, using a canvas panel, a vertical box, and a map texture, and toggle it with the M key.
In Unreal Engine 5, convert world coordinates to widget space by dividing by map and canvas dimensions, then update the player icon position and rotation each tick.
Place an ai bot on the big map, show its icon, set sizes (100x100, 50x50, 30x30), and build a modular system to locate any character on the map.
Unreal Engine 5 mini maps shows storing all actors in an array with a point of interest component, using get all actors of a class and printing counts.
Create a point of interest widget blueprint in Unreal Engine 5, featuring a 235 by 35 size box and a point of interest icon image.
Add a point of interest widget on the big map by layering an overlay in the canvas and exposing the widget on spawn with editable map and canvas dimensions.
Learn to add a custom icon to a point of interest widget in Unreal Engine 5 by using texture 2D, point of interest components, and exposing on spawn.
Implement a point-of-interest system by adding a point of interest function, linking it to the big map widget, and iterating through map elements to align map and canvas dimensions.
Learn to apply a color overlay to the point of interest icon by exposing a tint color variable and adjusting the brush tint color, with white default and color options.
Fixes the point of interest widget not removing after an actor is destroyed by validating the owning actor, updating map vectors, and removing invalid widgets in the map system.
Add point of interest components to actors in Unreal Engine 5, adjust colors and icons on a container and a tower, and resize POI images for the mini map.
Build a zoomable map in Unreal Engine 5 using vertical and horizontal scroll boxes, a centered image map, and M to toggle map via cursor, game and UI input modes.
Implement zoom in and zoom out for a mini map by mapping mouse wheel input to a dynamic canvas dimension, clamped between 1000 and 3000, with 500 increments.
Update the big map canvas dimension to align after zoom, iterate over all point of interest widgets, and refresh their canvas values with a new update all function.
Fix the blueprint error when scrolling the mouse wheel by ensuring the mini map exists on the level, then create a matching function blueprint and update canvas values.
Create fast travel points of interest using a fast travel component, wire them into the map system, and update the canvas dimensions during zoom and scroll.
Create a confirmation widget blueprint in Unreal Engine 5 to confirm fast travel, featuring a UI with two buttons, and wire confirm to teleport the player using location and rotation.
Toggle the map after fast travel using a custom flip-flop and an is map open boolean; a map system event opens or closes the map and uses a confirmation widget.
Build a loading screen widget for the fast travel system with a black border, loading text, and a circular throbber, then use a fade-out animation and delays before removing it.
Create a marker actor with a distance widget in unreal engine 5, display real-time distance to the player, convert to meters, and destroy the marker on overlap.
Convert a map click to a world location and spawn a marker in Unreal Engine 5, using the big map widget, screen-space coordinates, and left-click events.
Fix marker visibility by adding points of interest when the map opens, using an add point of interest event and owner references with validity checks to manage a single marker.
Prevent marker duplication in unreal engine 5 maps by removing a destroyed marker from the map system via an on destroy event that updates all actors.
Adjust point of interest size in Unreal Engine 5 by creating a size variable, defaulting to 40, and applying it to the point of interest component and marker.
Configure the big map to fill the entire screen by turning off over scrolling, hiding the scroll bar, and setting clipping to inherit, then optionally adjust border and fill values.
Adjust marker icons and align them to the mouse cursor, then enable clickable markers and a point of interest animation using map widgets, events, and a custom marker animation.
In Unreal Engine 5, build a compass widget for the mini map by importing a Photoshop compass image, creating a UI widget, and configuring size and anchor.
Build a compass image in Unreal Engine 5 using a composite material with texture coordinates, driven by player rotation divided by 360 to 0–1, plus an opacity mask for UI.
Set up a compass icon material as a parameterized material instance, export the icon, and expose it on spawn for a dynamic POI widget.
Build a compass poi math system for mini maps in unreal engine 5 by wiring map systems, poi components, and compass icons to a compass widget, calculating bearing.
Optimize compass points of interest in unreal engine 5 by adding door icons to the compass, updating the map system, and using get all actors with a one second delay.
Create a minimap user interface by building a minimap widget blueprint, adding a canvas panel, size box, overlay, map texture, and a centered player icon within a bottom-right anchored UI.
Create a dynamic material for the mini map that updates with the character’s world location, using UI translucent surfaces, texture coordinates, and zoom to center and show the player’s position.
Create a dynamic material instance to drive mini map coordinates from the player location, reverse x, and expose x and y as parameters. Implement zoom, clamping, and rotating the icon.
Duplicate the point of interest widget, place it in the minimap, and connect a function in the map system to add minimap point of interest and track the character's location.
Expose map dimension and zoom on spawn and drive the minimap material parameters, then compute the distance between the player and the owning actor each tick to update the minimap.
Clamp icons inside the minimap area by computing the angle between two 2d vectors, then position icons using a radius and degree on the minimap overlay.
Hide the minimap icon when distance exceeds a threshold by calculating vector 2D length and toggling visibility. Expose the point of interest under minimap and configure static state.
Fix mini map POI error in Unreal Engine 5 by validating the owning actor as a valid node, triggering the update, and removing invalid POIs from the minimap.
Optimize the actor component in Unreal Engine 5 by configuring a point of interest with mini maps, compass, and big map markers, including update data on spawn.
Create a function to add all actors to the big map by checking point of interest components, spawning markers, and updating visibility on map opening.
Create a new function to show all new icons by updating points of interest on the minimap, big map, and compass through UI widgets and map systems.
Create and update a fast travel system by spawning the first level's map markers and points of interest, viewable with M and spawnable with F.
Set up a dynamic big map by promoting the map texture to a variable, exposing it on spawn, and adjusting map dimensions, then display using a billboard.
Open the ui and minimap, convert map texture to a parameter, promote it to a variable, and expose on spawn map dimension and minimap size to set at begin play.
Create a new level, save it as a map, then place the map vector in the level to automatically configure the navigation and map system, and add the necessary props.
Set up a 2d scene capture to create a map texture, import it as a UI 2d texture with nearest filter, place markers, and switch levels via trigger boxes.
Migrate your map system to a new Unreal project by duplicating assets, setting up a 2D scene capture to generate render target texture, and placing map icons and travel components.
Unlock the full potential of Unreal Engine with our comprehensive course designed to teach you how to create dynamic and interactive navigation systems using Blueprints. This course focuses on developing three essential components for immersive gameplay: a mini map, a compass system, and a big map system, complete with marker functionality.
What You'll Learn:
Mini Map System: Discover how to design and implement a functional mini map that enhances player orientation and navigation within your game world.
Compass System: Learn to create a real-time compass that guides players, ensuring they stay oriented and on track during their adventures.
Big Map System: Develop a comprehensive big map system that provides a broad overview of the game world, allowing players to explore and plan their journeys with ease.
Marker System: Master the art of adding markers to your maps to highlight important locations, objectives, or points of interest.
Course Highlights:
Blueprint-Only Approach: No coding required! Leverage Unreal Engine's powerful Blueprint system to achieve robust functionality.
Hands-On Projects: Build practical systems through guided exercises and real-world scenarios.
Step-by-Step Instructions: Follow clear, step-by-step tutorials that make complex concepts easy to understand.
Visual and Interactive Learning: Engage with dynamic visuals and interactive elements to enhance your learning experience.
Whether you're a game developer looking to enhance your navigation systems or a hobbyist eager to add depth to your projects, this course provides the tools and knowledge you need to succeed. Elevate your Unreal Engine skills and create compelling, navigable worlds with confidence!
Prerequisites:
Basic familiarity with Unreal Engine and its Blueprint system is recommended but not required.
Enroll now to start building intuitive and engaging navigation systems for your Unreal Engine projects!