BLACK IRON SPINE STUDIOS · VERSION 1.1 · UNREAL ENGINE 5.8 · WINDOWS

RPG Maps & Compass

API and field reference

Reference scope

This source inventory lists 70 reflected functions and 150 reflected properties, including internal storage declarations. A listed declaration is not an assertion that it is buyer-editable or has full runtime/screenshot coverage. Read Access Metadata and use the documented public route. The tested C10 source matches the inventory source; C10 changed the saved region asset.

Reflected functions

Owner / nameDeclarationAccess metadata
ARMCBuyerRegionExample.ConnectBuyerNavigationbool ConnectBuyerNavigation(URMCNavigationSubsystem* Navigation, FText& Failure)BlueprintNativeEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.RequestBuyerMapViewbool RequestBuyerMapView(float Zoom, FVector2D Pan, FText& Failure)BlueprintNativeEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.RequestBuyerWaypointbool RequestBuyerWaypoint(FVector2D MapUV, const FString& Name, FGuid& WaypointId, FText& Failure)BlueprintNativeEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.RenameBuyerWaypointbool RenameBuyerWaypoint(FGuid WaypointId, const FString& Name, FText& Failure)BlueprintNativeEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.RemoveBuyerWaypointbool RemoveBuyerWaypoint(FGuid WaypointId, FText& Failure)BlueprintNativeEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.ApplyBuyerSettingsbool ApplyBuyerSettings(const FRMCNavigationSettings& NewSettings, FText& Failure)BlueprintNativeEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.SaveBuyerProgressbool SaveBuyerProgress(FText& Failure)BlueprintNativeEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.CancelBuyerNavigationbool CancelBuyerNavigation()BlueprintNativeEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.DisconnectBuyerNavigationbool DisconnectBuyerNavigation()BlueprintNativeEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.StartBuyerNavigationbool StartBuyerNavigation(APlayerController* OwningPlayer, FText& Failure)BlueprintImplementableEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.ReadBuyerViewStatebool ReadBuyerViewState(FVector& PlayerLocation, float& PlayerYaw, FVector2D& MapPan, FText& Failure)BlueprintImplementableEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example|State"
ARMCBuyerRegionExample.ReadBuyerProgressStatebool ReadBuyerProgressState(int32& ExploredCellCount, bool& ProgressReadOnly, bool& ProgressSavePending, FText& Failure)BlueprintImplementableEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example|State"
ARMCBuyerRegionExample.ReadBuyerSettingsbool ReadBuyerSettings(FRMCNavigationSettings& CurrentSettings, FString& SaveLabel, FText& Failure)BlueprintImplementableEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example|State"
ARMCBuyerRegionExample.EditBuyerExplorationSettingsbool EditBuyerExplorationSettings(bool FogOfWar, float ExplorationRadius, FText& Failure)BlueprintImplementableEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example|Configuration"
ARMCBuyerRegionExample.SetBuyerSurfaceStatebool SetBuyerSurfaceState(bool WorldMapOpen, bool CompassVisible, bool ExternalSuiteCoordinatorActive, FText& Failure)BlueprintImplementableEvent, BlueprintCallable, Category="RPG Maps & Compass|Buyer Example|Configuration"
ARMCBuyerRegionExample.GetBuyerWaypointSnapshotTArray<FRMCUserWaypoint> GetBuyerWaypointSnapshot() constBlueprintPure, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.BuyerWaypointStateChangedvoid BuyerWaypointStateChanged()BlueprintImplementableEvent, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.HandleWaypointsChangedvoid HandleWaypointsChanged()
URMCMapMarkerComponent.GetMarkerViewFRMCMapMarkerView GetMarkerView() constBlueprintPure, Category="RPG Maps & Compass"
ARMCMapSourceActor.CaptureLevelOverviewvoid CaptureLevelOverview()BlueprintCallable, CallInEditor, Category="RPG Maps & Compass|Capture"
ARMCMapSourceActor.RefreshCapturedImagevoid RefreshCapturedImage()BlueprintCallable, CallInEditor, Category="RPG Maps & Compass|Capture"
ARMCMapSourceActor.CaptureLiveMinimapvoid CaptureLiveMinimap()BlueprintCallable, Category="RPG Maps & Compass|Capture"
ARMCMapSourceActor.CaptureSceneMeshesvoid CaptureSceneMeshes()BlueprintCallable, CallInEditor, Category="RPG Maps & Compass|Capture"
URMCMapSourceComponent.GetResolvedWorldCenterFVector2D GetResolvedWorldCenter() constBlueprintPure, Category="RPG Maps & Compass"
URMCMapSourceComponent.GetSafeWorldExtentFVector2D GetSafeWorldExtent() constBlueprintPure, Category="RPG Maps & Compass"
URMCNavigationSubsystem.ToggleWorldMapvoid ToggleWorldMap()BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.SetWorldMapOpenvoid SetWorldMapOpen(bool bOpen)BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.ToggleCompassvoid ToggleCompass()BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.SetCompassVisiblevoid SetCompassVisible(bool bVisible)BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.IsWorldMapOpenbool IsWorldMapOpen() constBlueprintPure, Category="RPG Maps & Compass"
URMCNavigationSubsystem.IsMinimapSettingsOpenbool IsMinimapSettingsOpen() constBlueprintPure, Category="RPG Maps & Compass"
URMCNavigationSubsystem.SetNavigationSettingsvoid SetNavigationSettings(const FRMCNavigationSettings& NewSettings)BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.GetNavigationSettingsFRMCNavigationSettings GetNavigationSettings() constBlueprintPure, Category="RPG Maps & Compass"
URMCNavigationSubsystem.SaveNavigationSettingsvoid SaveNavigationSettings()BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.SaveSetupVerifiedbool SaveSetupVerified()BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.GetSettingsSaveLabelFString GetSettingsSaveLabel() constBlueprintPure, Category="RPG Maps & Compass"
URMCNavigationSubsystem.ResetLauncherPositionvoid ResetLauncherPosition()BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.MatchMapColorsvoid MatchMapColors(bool bDestinationWorldMap)BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.DismissTopSurfacebool DismissTopSurface()BlueprintCallable, Category="RPG Maps & Compass|Window"
URMCNavigationSubsystem.ResetNavigationSettingsvoid ResetNavigationSettings()BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.SetExternalSuiteCoordinatorActivevoid SetExternalSuiteCoordinatorActive(bool bActive)BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.IsStandaloneLauncherSuppressedbool IsStandaloneLauncherSuppressed() constBlueprintPure, Category="RPG Maps & Compass"
URMCNavigationSubsystem.RegisterMarkervoid RegisterMarker(URMCMapMarkerComponent* Marker)BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.UnregisterMarkervoid UnregisterMarker(URMCMapMarkerComponent* Marker)BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.GetVisibleMarkersTArray<FRMCMapMarkerView> GetVisibleMarkers() constBlueprintPure, Category="RPG Maps & Compass"
URMCNavigationSubsystem.RegisterMapSourcevoid RegisterMapSource(URMCMapSourceComponent* MapSource)BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.UnregisterMapSourcevoid UnregisterMapSource(URMCMapSourceComponent* MapSource)BlueprintCallable, Category="RPG Maps & Compass"
URMCNavigationSubsystem.GetActiveMapSourceURMCMapSourceComponent* GetActiveMapSource() constBlueprintPure, Category="RPG Maps & Compass"
URMCNavigationSubsystem.IsPlayerPoseReadybool IsPlayerPoseReady() constBlueprintPure, Category="RPG Maps & Compass|Player"
URMCNavigationSubsystem.GetPlayerLocationFVector GetPlayerLocation() constBlueprintPure, Category="RPG Maps & Compass|Player"
URMCNavigationSubsystem.GetPlayerYawfloat GetPlayerYaw() constBlueprintPure, Category="RPG Maps & Compass|Player"
URMCNavigationSubsystem.TrySetWorldMapViewbool TrySetWorldMapView(float Zoom, FVector2D Pan)BlueprintCallable, Category="RPG Maps & Compass|Map View"
URMCNavigationSubsystem.SetMinimapSettingsOpenvoid SetMinimapSettingsOpen(bool bOpen)BlueprintCallable, Category="RPG Maps & Compass|Window"
URMCNavigationSubsystem.OpenMapSettingsvoid OpenMapSettings(bool bWorldMapSection)BlueprintCallable, Category="RPG Maps & Compass|Window"
URMCNavigationSubsystem.GetWorldMapPanFVector2D GetWorldMapPan() constBlueprintPure, Category="RPG Maps & Compass|Map View"
URMCNavigationSubsystem.SetFogOfWarEnabledvoid SetFogOfWarEnabled(bool bEnabled)BlueprintCallable, Category="RPG Maps & Compass|Exploration"
URMCNavigationSubsystem.TryAddUserWaypointbool TryAddUserWaypoint(FVector Location, const FString& Name, FGuid& WaypointId, FText& Failure)BlueprintCallable, Category="RPG Maps & Compass|Waypoints"
URMCNavigationSubsystem.AddUserWaypointbool AddUserWaypoint(FVector Location, const FString& Name)BlueprintCallable, Category="RPG Maps & Compass|Waypoints"
URMCNavigationSubsystem.RemoveUserWaypointbool RemoveUserWaypoint(FGuid WaypointId)BlueprintCallable, Category="RPG Maps & Compass|Waypoints"
URMCNavigationSubsystem.RenameUserWaypointbool RenameUserWaypoint(FGuid WaypointId, const FString& Name)BlueprintCallable, Category="RPG Maps & Compass|Waypoints"
URMCNavigationSubsystem.IsMarkerCategoryVisiblebool IsMarkerCategoryVisible(ERMCMarkerCategory Category) constBlueprintPure, Category="RPG Maps & Compass|Markers"
URMCNavigationSubsystem.ClearUserWaypointsvoid ClearUserWaypoints()BlueprintCallable, Category="RPG Maps & Compass|Waypoints"
URMCNavigationSubsystem.GetUserWaypointsTArray<FRMCUserWaypoint> GetUserWaypoints() constBlueprintPure, Category="RPG Maps & Compass|Waypoints"
URMCNavigationSubsystem.ResolveMapLocationbool ResolveMapLocation(FVector2D UV,FVector& OutLocation) constBlueprintCallable, Category="RPG Maps & Compass|Waypoints"
URMCNavigationSubsystem.ProjectWaypointbool ProjectWaypoint(FVector Location,FVector2D& Screen) constBlueprintPure, Category="RPG Maps & Compass|Waypoints"
URMCNavigationSubsystem.TrySaveProgressVerifiedbool TrySaveProgressVerified(FText& Failure)BlueprintCallable, Category="RPG Maps & Compass|Exploration"
URMCNavigationSubsystem.IsProgressReadybool IsProgressReady() constBlueprintPure, Category="RPG Maps & Compass|Exploration"
URMCNavigationSubsystem.GetExploredCellCountint32 GetExploredCellCount() constBlueprintPure, Category="RPG Maps & Compass|Exploration"
URMCNavigationSubsystem.IsProgressReadOnlybool IsProgressReadOnly() constBlueprintPure, Category="RPG Maps & Compass|Exploration"
URMCNavigationSubsystem.IsProgressSavePendingbool IsProgressSavePending() constBlueprintPure, Category="RPG Maps & Compass|Exploration"

Reflected fields

Owner / nameDeclarationAccess metadata
ARMCBuyerRegionExample.SceneRootTObjectPtr<USceneComponent> SceneRootVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.MapSourceTObjectPtr<URMCMapSourceComponent> MapSourceVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.MarkerTObjectPtr<URMCMapMarkerComponent> MarkerVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.ConnectedNavigationTObjectPtr<URMCNavigationSubsystem> ConnectedNavigationBlueprintReadOnly, Transient, Category="RPG Maps & Compass|Buyer Example"
ARMCBuyerRegionExample.WaypointStateNotificationsint32 WaypointStateNotifications = 0BlueprintReadOnly, Transient, Category="RPG Maps & Compass|Buyer Example"
URMCExplorationSave.Schemaint32 Schema = 1
URMCExplorationSave.CellsTArray<FIntPoint> Cells
URMCExplorationSave.WaypointsTArray<FRMCUserWaypoint> Waypoints
ARMCMapMarkerActor.SceneRootTObjectPtr<USceneComponent> SceneRootVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass"
ARMCMapMarkerActor.MarkerTObjectPtr<URMCMapMarkerComponent> MarkerVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass"
URMCMapMarkerComponent.MarkerLabelFText MarkerLabelEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass"
URMCMapMarkerComponent.CategoryERMCMarkerCategory Category = ERMCMarkerCategory::LandmarkEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass"
URMCMapMarkerComponent.MarkerColorFLinearColor MarkerColor = FLinearColor(.12f, .55f, 1.f, 1.f)EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass"
URMCMapMarkerComponent.bShowOnMinimapbool bShowOnMinimap = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass"
URMCMapMarkerComponent.bShowOnCompassbool bShowOnCompass = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass"
URMCMapMarkerComponent.bShowOnWorldMapbool bShowOnWorldMap = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass"
ARMCMapSourceActor.MapToneMaterialTObjectPtr<UMaterialInterface> MapToneMaterialVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass|Cartography"
ARMCMapSourceActor.ShapeSurfaceMaterialTObjectPtr<UMaterialInterface> ShapeSurfaceMaterialVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass|Cartography"
ARMCMapSourceActor.bEnableSceneMeshCapturebool bEnableSceneMeshCapture = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Scene Geometry"
ARMCMapSourceActor.SceneMeshResolutionint32 SceneMeshResolution = 2048EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Scene Geometry", meta=(ClampMin="256",ClampMax="2048")
ARMCMapSourceActor.SceneMeshRefreshIntervalfloat SceneMeshRefreshInterval = .5fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Scene Geometry", meta=(ClampMin="0.1",ClampMax="10")
ARMCMapSourceActor.SceneMeshIgnoreTagFName SceneMeshIgnoreTag = TEXT("RMC.MapIgnore")EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Scene Geometry"
ARMCMapSourceActor.CapturedSceneMeshCountint32 CapturedSceneMeshCount = 0VisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass|Diagnostics"
ARMCMapSourceActor.SceneRootTObjectPtr<USceneComponent> SceneRootVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass"
ARMCMapSourceActor.MapSourceTObjectPtr<URMCMapSourceComponent> MapSourceVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass"
ARMCMapSourceActor.OverviewCaptureTObjectPtr<USceneCaptureComponent2D> OverviewCaptureVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass"
ARMCMapSourceActor.MinimapCaptureTObjectPtr<USceneCaptureComponent2D> MinimapCaptureVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass"
ARMCMapSourceActor.GeometryDepthCaptureTObjectPtr<USceneCaptureComponent2D> GeometryDepthCaptureVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass"
ARMCMapSourceActor.SurfaceNormalCaptureTObjectPtr<USceneCaptureComponent2D> SurfaceNormalCaptureVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass|Deprecated", meta=(DeprecatedProperty, DeprecationMessage="Use GeometryDepthCapture")
ARMCMapSourceActor.bAutoDiscoverLandscapeBoundsbool bAutoDiscoverLandscapeBounds = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture"
ARMCMapSourceActor.bRefreshWhenTerrainChangesbool bRefreshWhenTerrainChanges = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture"
ARMCMapSourceActor.DetectionStatusFString DetectionStatusVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass|Diagnostics"
ARMCMapSourceActor.SampleCoveragefloat SampleCoverage = 0.fVisibleAnywhere, BlueprintReadOnly, Category="RPG Maps & Compass|Diagnostics"
ARMCMapSourceActor.bCaptureOverviewOnBeginPlaybool bCaptureOverviewOnBeginPlay = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture"
ARMCMapSourceActor.bEnableLiveMinimapCapturebool bEnableLiveMinimapCapture = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture"
ARMCMapSourceActor.bUseMaterialBaseColorbool bUseMaterialBaseColor = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture"
ARMCMapSourceActor.bCaptureRenderedTerrainMaterialsbool bCaptureRenderedTerrainMaterials = falseEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture"
ARMCMapSourceActor.bGenerateTopographyFromTerrainbool bGenerateTopographyFromTerrain = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Topography"
ARMCMapSourceActor.bUseLandscapePaintLayersbool bUseLandscapePaintLayers = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Topography"
ARMCMapSourceActor.PastelStrengthfloat PastelStrength = 1.fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Cartography", meta=(ClampMin="0", ClampMax="1")
ARMCMapSourceActor.PaperGrainStrengthfloat PaperGrainStrength = .35fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Cartography", meta=(ClampMin="0", ClampMax="1")
ARMCMapSourceActor.CartographyInkFLinearColor CartographyInk = FLinearColor(.065f,.035f,.085f)EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Cartography"
ARMCMapSourceActor.CartographyPaperFLinearColor CartographyPaper = FLinearColor(.74f,.57f,.34f)EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Cartography"
ARMCMapSourceActor.CartographyOceanFLinearColor CartographyOcean = FLinearColor(.035f,.12f,.19f)EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Cartography"
ARMCMapSourceActor.LandscapeLayerColorOverridesTMap<FName, FLinearColor> LandscapeLayerColorOverridesEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Topography"
ARMCMapSourceActor.TopographyResolutionint32 TopographyResolution = 2048EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Topography", meta=(ClampMin="128", ClampMax="2048")
ARMCMapSourceActor.SeaLevelActorTagFName SeaLevelActorTag = TEXT("RMC.MapSeaLevel")EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Topography"
ARMCMapSourceActor.WaterRouteActorTagFName WaterRouteActorTag = TEXT("RMC.MapWater")EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Topography"
ARMCMapSourceActor.WaterRouteWidthfloat WaterRouteWidth = 1800.fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Topography", meta=(ClampMin="100.0", ClampMax="10000.0")
ARMCMapSourceActor.OverviewResolutionint32 OverviewResolution = 4096EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture", meta=(ClampMin="256", ClampMax="4096")
ARMCMapSourceActor.GeometryDepthResolutionint32 GeometryDepthResolution = 1024EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture", meta=(ClampMin="256", ClampMax="1024")
ARMCMapSourceActor.bCaptureGeometryDepthbool bCaptureGeometryDepth = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture"
ARMCMapSourceActor.SurfaceNormalResolutionint32 SurfaceNormalResolution = 2048EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Deprecated", meta=(DeprecatedProperty, DeprecationMessage="Use GeometryDepthResolution")
ARMCMapSourceActor.bCaptureSurfaceNormalsbool bCaptureSurfaceNormals = falseEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Deprecated", meta=(DeprecatedProperty, DeprecationMessage="Use bCaptureGeometryDepth")
ARMCMapSourceActor.MinimapResolutionint32 MinimapResolution = 512EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture", meta=(ClampMin="128", ClampMax="2048")
ARMCMapSourceActor.InitialCaptureDelayfloat InitialCaptureDelay = 1.5fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture", meta=(ClampMin="0.0", ClampMax="5.0")
ARMCMapSourceActor.MinimapRefreshIntervalfloat MinimapRefreshInterval = .1fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture", meta=(ClampMin="0.033", ClampMax="2.0")
ARMCMapSourceActor.CaptureHeightPaddingfloat CaptureHeightPadding = 50000.fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture", meta=(ClampMin="1000.0")
ARMCMapSourceActor.CaptureExposureBiasfloat CaptureExposureBias = 0.fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture", meta=(ClampMin="-8.0", ClampMax="4.0")
ARMCMapSourceActor.AdditionalBoundsActorTagFName AdditionalBoundsActorTag = TEXT("RMC.MapBounds")EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture"
ARMCMapSourceActor.TerrainGeometryActorTagFName TerrainGeometryActorTag = TEXT("RMC.MapGeometry")EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Capture"
ARMCMapSourceActor.SceneMeshCaptureTObjectPtr<USceneCaptureComponent2D> SceneMeshCaptureTransient
ARMCMapSourceActor.SceneMeshTargetTObjectPtr<UTextureRenderTarget2D> SceneMeshTargetTransient
ARMCMapSourceActor.CapturedTerrainActorsTArray<TObjectPtr<AActor>> CapturedTerrainActorsTransient
ARMCMapSourceActor.GeneratedTopographyTextureTObjectPtr<UTexture2D> GeneratedTopographyTextureTransient
ARMCMapSourceActor.RuntimeOverviewTargetTObjectPtr<UTextureRenderTarget2D> RuntimeOverviewTargetTransient
ARMCMapSourceActor.RuntimeGeometryDepthTargetTObjectPtr<UTextureRenderTarget2D> RuntimeGeometryDepthTargetTransient
ARMCMapSourceActor.RuntimeSurfaceNormalTargetTObjectPtr<UTextureRenderTarget2D> RuntimeSurfaceNormalTargetTransient, meta=(DeprecatedProperty, DeprecationMessage="Use RuntimeGeometryDepthTarget")
ARMCMapSourceActor.RuntimeMinimapTargetTObjectPtr<UTextureRenderTarget2D> RuntimeMinimapTargetTransient
URMCMapSourceComponent.RegionNameFText RegionNameEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass"
URMCMapSourceComponent.OverviewTextureTObjectPtr<UTexture> OverviewTextureEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass"
URMCMapSourceComponent.MinimapTextureTObjectPtr<UTexture> MinimapTextureVisibleAnywhere, BlueprintReadOnly, Transient, Category="RPG Maps & Compass"
URMCMapSourceComponent.SceneMeshTextureTObjectPtr<UTexture> SceneMeshTextureVisibleAnywhere, BlueprintReadOnly, Transient, Category="RPG Maps & Compass"
URMCMapSourceComponent.GeometryDepthTextureTObjectPtr<UTexture> GeometryDepthTextureVisibleAnywhere, BlueprintReadOnly, Transient, Category="RPG Maps & Compass|Relief"
URMCMapSourceComponent.GeometryDepthMetricsFLinearColor GeometryDepthMetrics = FLinearColor::BlackVisibleAnywhere, BlueprintReadOnly, Transient, Category="RPG Maps & Compass|Relief"
URMCMapSourceComponent.GeometryDepthFarfloat GeometryDepthFar = 0.fVisibleAnywhere, BlueprintReadOnly, Transient, Category="RPG Maps & Compass|Relief"
URMCMapSourceComponent.SurfaceNormalTextureTObjectPtr<UTexture> SurfaceNormalTextureVisibleAnywhere, BlueprintReadOnly, Transient, Category="RPG Maps & Compass|Deprecated", meta=(DeprecatedProperty, DeprecationMessage="Use GeometryDepthTexture")
URMCMapSourceComponent.ReliefTextureTObjectPtr<UTexture> ReliefTextureVisibleAnywhere, BlueprintReadOnly, Transient, Category="RPG Maps & Compass|Relief"
URMCMapSourceComponent.SurfaceDetailSofteningfloat SurfaceDetailSoftening = .15fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Artistic Treatment", meta=(ClampMin="0", ClampMax="1")
URMCMapSourceComponent.ReliefStrengthfloat ReliefStrength = .65fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Relief", meta=(ClampMin="0", ClampMax="1")
URMCMapSourceComponent.GeometryHeightStrengthfloat GeometryHeightStrength = .55fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Relief", meta=(ClampMin="0", ClampMax="1")
URMCMapSourceComponent.GeometryContactStrengthfloat GeometryContactStrength = .22fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Relief", meta=(ClampMin="0", ClampMax="1")
URMCMapSourceComponent.GeometryReliefStrengthfloat GeometryReliefStrength = 0.fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Deprecated", meta=(DeprecatedProperty, DeprecationMessage="Use GeometryHeightStrength")
URMCMapSourceComponent.ReliefContrastfloat ReliefContrast = 1.35fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Artistic Treatment", meta=(ClampMin="0.5", ClampMax="2")
URMCMapSourceComponent.ReliefShadowFloorfloat ReliefShadowFloor = .55fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Artistic Treatment", meta=(ClampMin="0.25", ClampMax="1")
URMCMapSourceComponent.CliffInkStrengthfloat CliffInkStrength = .25fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Artistic Treatment", meta=(ClampMin="0", ClampMax="1")
URMCMapSourceComponent.ContourStrengthfloat ContourStrength = 0.fEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass|Relief", meta=(ClampMin="0", ClampMax="1")
URMCMapSourceComponent.bUseOwnerLocationAsCenterbool bUseOwnerLocationAsCenter = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass"
URMCMapSourceComponent.WorldCenterFVector2D WorldCenter = FVector2D::ZeroVectorEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass"
URMCMapSourceComponent.WorldExtentFVector2D WorldExtent = FVector2D(200000.f, 200000.f)EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass", meta=(ClampMin="100.0")
URMCMapSourceComponent.Priorityint32 Priority = 0EditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass"
URMCMapSourceComponent.bActivebool bActive = trueEditAnywhere, BlueprintReadWrite, Category="RPG Maps & Compass"
URMCNavigationSubsystem.OnWaypointsChangedFRMCWaypointsChanged OnWaypointsChangedBlueprintAssignable, Category="RPG Maps & Compass|Waypoints"
URMCNavigationSubsystem.PendingProgressSavesTMap<FString, TObjectPtr<URMCExplorationSave>> PendingProgressSavesTransient
URMCNavigationSubsystem.FogTextureTObjectPtr<UTexture2D> FogTextureTransient
URMCNavigationSubsystem.RegisteredMarkersTArray<TObjectPtr<URMCMapMarkerComponent>> RegisteredMarkersTransient
URMCNavigationSubsystem.RegisteredMapSourcesTArray<TObjectPtr<URMCMapSourceComponent>> RegisteredMapSourcesTransient
FRMCMapAppearance.ShapeERMCMapShape Shape = ERMCMapShape::RectangleEditAnywhere, BlueprintReadWrite, Category="Layout"
FRMCMapAppearance.PositionOffsetFVector2D PositionOffset = FVector2D::ZeroVectorEditAnywhere, BlueprintReadWrite, Category="Layout"
FRMCMapAppearance.Scalefloat Scale = 1.fEditAnywhere, BlueprintReadWrite, Category="Layout"
FRMCMapAppearance.Widthfloat Width = 1.fEditAnywhere, BlueprintReadWrite, Category="Layout"
FRMCMapAppearance.Heightfloat Height = 1.fEditAnywhere, BlueprintReadWrite, Category="Layout"
FRMCMapAppearance.ImageOpacityfloat ImageOpacity = .75fEditAnywhere, BlueprintReadWrite, Category="Style"
FRMCMapAppearance.Brightnessfloat Brightness = 1.fEditAnywhere, BlueprintReadWrite, Category="Style", meta=(ClampMin="0.25",ClampMax="2")
FRMCMapAppearance.Saturationfloat Saturation = 1.fEditAnywhere, BlueprintReadWrite, Category="Style", meta=(ClampMin="0",ClampMax="2")
FRMCMapAppearance.BackgroundOpacityfloat BackgroundOpacity = .25fEditAnywhere, BlueprintReadWrite, Category="Style"
FRMCMapAppearance.BorderOpacityfloat BorderOpacity = 1.fEditAnywhere, BlueprintReadWrite, Category="Style"
FRMCMapAppearance.BorderThicknessfloat BorderThickness = 2.fEditAnywhere, BlueprintReadWrite, Category="Style"
FRMCMapAppearance.TextScalefloat TextScale = 1.fEditAnywhere, BlueprintReadWrite, Category="Style"
FRMCMapAppearance.bShowTextbool bShowText = trueEditAnywhere, BlueprintReadWrite, Category="Labels"
FRMCMapAppearance.bShowDirectionsbool bShowDirections = trueEditAnywhere, BlueprintReadWrite, Category="Labels"
FRMCMapAppearance.MarkerScalefloat MarkerScale = 1.fEditAnywhere, BlueprintReadWrite, Category="Style"
FRMCMapAppearance.SettingsOpacityfloat SettingsOpacity = .25fEditAnywhere, BlueprintReadWrite, Category="Style"
FRMCNavigationSettings.MinimapAppearanceFRMCMapAppearance MinimapAppearanceEditAnywhere, BlueprintReadWrite, Category="Minimap"
FRMCNavigationSettings.WorldMapAppearanceFRMCMapAppearance WorldMapAppearanceEditAnywhere, BlueprintReadWrite, Category="World Map"
FRMCNavigationSettings.LauncherOffsetFVector2D LauncherOffset = FVector2D::ZeroVectorEditAnywhere, BlueprintReadWrite, Category="Layout"
FRMCNavigationSettings.bLauncherPlacementCustomizedbool bLauncherPlacementCustomized = falseEditAnywhere, BlueprintReadWrite, Category="Layout"
FRMCNavigationSettings.bShowWorldWaypointsbool bShowWorldWaypoints = trueEditAnywhere, BlueprintReadWrite, Category="Waypoints"
FRMCNavigationSettings.bShowWaypointDistancebool bShowWaypointDistance = trueEditAnywhere, BlueprintReadWrite, Category="Waypoints"
FRMCNavigationSettings.bFitSmallMapsbool bFitSmallMaps = trueEditAnywhere, BlueprintReadWrite, Category="Minimap"
FRMCNavigationSettings.bShowMinimapbool bShowMinimap = trueEditAnywhere, BlueprintReadWrite, Category="Visibility"
FRMCNavigationSettings.bShowMinimapClockbool bShowMinimapClock = trueEditAnywhere, BlueprintReadWrite, Category="Minimap|Clock"
FRMCNavigationSettings.bUse24HourClockbool bUse24HourClock = falseEditAnywhere, BlueprintReadWrite, Category="Minimap|Clock"
FRMCNavigationSettings.bPersistentCursorbool bPersistentCursor = trueEditAnywhere, BlueprintReadWrite, Category="Input"
FRMCNavigationSettings.bAutoCreateMapSourcebool bAutoCreateMapSource = trueEditAnywhere, BlueprintReadWrite, Category="Detection"
FRMCNavigationSettings.bFogOfWarbool bFogOfWar = falseEditAnywhere, BlueprintReadWrite, Category="Exploration"
FRMCNavigationSettings.ExplorationRadiusfloat ExplorationRadius = 5000.fEditAnywhere, BlueprintReadWrite, Category="Exploration", meta=(ClampMin="1000",ClampMax="20000")
FRMCNavigationSettings.bShowCompassbool bShowCompass = falseEditAnywhere, BlueprintReadWrite, Category="Visibility"
FRMCNavigationSettings.bShowDemoMarkersbool bShowDemoMarkers = falseEditAnywhere, BlueprintReadWrite, Category="Visibility"
FRMCNavigationSettings.HiddenMarkerCategoriesTArray<ERMCMarkerCategory> HiddenMarkerCategoriesEditAnywhere, BlueprintReadWrite, Category="Markers"
FRMCNavigationSettings.bRotateMinimapbool bRotateMinimap = falseEditAnywhere, BlueprintReadWrite, Category="Minimap"
FRMCNavigationSettings.MinimapScalefloat MinimapScale = 1.fEditAnywhere, BlueprintReadWrite, Category="Minimap", meta=(ClampMin="0.5", ClampMax="2.0")
FRMCNavigationSettings.MinimapRangefloat MinimapRange = 3000.fEditAnywhere, BlueprintReadWrite, Category="Minimap", meta=(ClampMin="1000.0", ClampMax="50000.0")
FRMCNavigationSettings.MinimapZoomfloat MinimapZoom = 1.fEditAnywhere, BlueprintReadWrite, Category="Minimap", meta=(ClampMin="0.75", ClampMax="2.0")
FRMCNavigationSettings.WorldMapZoomfloat WorldMapZoom = 1.fEditAnywhere, BlueprintReadWrite, Category="World Map", meta=(ClampMin="0.25", ClampMax="4.0")
FRMCNavigationSettings.bLandscapeWorldMapbool bLandscapeWorldMap = trueEditAnywhere, BlueprintReadWrite, Category="World Map"
FRMCNavigationSettings.GlassOpacityfloat GlassOpacity = .25fEditAnywhere, BlueprintReadWrite, Category="Style", meta=(ClampMin="0.0", ClampMax="1.0")
FRMCNavigationSettings.BorderOpacityfloat BorderOpacity = 1.fEditAnywhere, BlueprintReadWrite, Category="Style", meta=(ClampMin="0.0", ClampMax="1.0")
FRMCNavigationSettings.InterfaceScalefloat InterfaceScale = 1.fEditAnywhere, BlueprintReadWrite, Category="Style", meta=(ClampMin="0.75", ClampMax="2.0")
FRMCMapMarkerView.IdFGuid IdBlueprintReadOnly, Category="Marker"
FRMCMapMarkerView.LabelFText LabelBlueprintReadOnly, Category="Marker"
FRMCMapMarkerView.CategoryERMCMarkerCategory Category = ERMCMarkerCategory::CustomBlueprintReadOnly, Category="Marker"
FRMCMapMarkerView.WorldLocationFVector WorldLocation = FVector::ZeroVectorBlueprintReadOnly, Category="Marker"
FRMCMapMarkerView.ColorFLinearColor Color = FLinearColor(.12f, .55f, 1.f, 1.f)BlueprintReadOnly, Category="Marker"
FRMCMapMarkerView.bShowOnMinimapbool bShowOnMinimap = trueBlueprintReadOnly, Category="Marker"
FRMCMapMarkerView.bShowOnCompassbool bShowOnCompass = trueBlueprintReadOnly, Category="Marker"
FRMCMapMarkerView.bShowOnWorldMapbool bShowOnWorldMap = trueBlueprintReadOnly, Category="Marker"
FRMCUserWaypoint.IdFGuid IdEditAnywhere, BlueprintReadWrite, Category="Waypoint"
FRMCUserWaypoint.NameFString NameEditAnywhere, BlueprintReadWrite, Category="Waypoint"
FRMCUserWaypoint.LocationFVector Location = FVector::ZeroVectorEditAnywhere, BlueprintReadWrite, Category="Waypoint"
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