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

RPG Maps & Compass

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Overview

RPG Maps & Compass adds a world map, minimap, compass, landmarks, user waypoints and optional exploration fog to an existing Unreal Engine project. Version 1.1 includes editable Blueprint integration examples and public native interfaces.

Use an authored overview image or the documented native capture route. Your game retains ownership of quests, rewards, player input and its finished UI.

How buyer integration works

Resolve navigation from the exact owning local player. Connect once, submit requests, branch on returned results, and query current state from notifications. Keep the stable waypoint ID for rename/remove. Settings and exploration progress have separate save receipts.

The optional BIS UI host uses its existing MAP dock adapter. Other BIS products are not required for standalone Maps integration.

Choose your route

Start with the shipped wrapper setup. Use Controls and recovery during play; choose Direct Blueprint route for your own UI, Native capture route for generated imagery, or C++ for your game module. The API reference documents fields without implying untested runtime coverage.

First successful test

  1. Copy the single RPGMapsCompass folder into your existing project’s Plugins folder. Enable it and rebuild/restart when prompted.
  2. Play with a possessed local pawn. Confirm the minimap and launcher. Use your existing M/map input to open the world map.
  3. Follow Map and owner setup to duplicate the editable region example, assign your own overview and bounds, and pass your exact local controller into Start Buyer Navigation.
  4. Call Request Buyer Waypoint from your existing quest/widget input. Retain its returned GUID only on true, and refresh from the outgoing snapshot.
  5. Test invalid input, disconnected requests, cancellation, receipt failure/retry and cleanup before using these navigation results in gameplay.

Your game owns the gameplay

The plugin provides local navigation presentation and data. Your game supplies map imagery, quest logic, input integration, networking authority and cloud/profile behavior. Waypoint creation never grants rewards or spawns a physical quest actor.

Read the graphs

Each workflow names the exact saved asset and function, shows its numbered connections and expected result, and links its complete original. Complete graph captures open at their original resolution. Duplicate the shipped assets into your game before customizing them; screenshots are reference views.

Editable examples

Numbered struct UI/native landmark hookups · Included editable examples

Blueprint hookup coverage

Open a workflow for its numbered steps, exact asset/graph names, incoming connections and expected outgoing results. All 12 required workflow groups have authentic graph or configuration captures.

HookupSaved exampleInstructions
Owner startupBP_RMC_BuyerRegionNumbered hookup and screenshots
Map bounds and imageBP_RMC_BuyerRegionNumbered hookup and screenshots
Landmark settingsBP_RMC_BuyerRegionNumbered hookup and screenshots
View and surface controlsBP_RMC_BuyerRegionNumbered hookup and screenshots
Create/rename/remove waypointBP_RMC_BuyerRegionNumbered hookup and screenshots
Settings and progress receiptsBP_RMC_BuyerRegionNumbered hookup and screenshots
Events, cancellation and cleanupBP_RMC_BuyerRegionNumbered hookup and screenshots
Direct public Blueprint nodesBP_RMC_DirectCallerNumbered hookup and screenshots
Waypoint/marker output fieldsWBP_RMC_BuyerStructUINumbered hookup and screenshots
Native marker BlueprintBP_RMC_BuyerNativeMarkerNumbered hookup and screenshots
Assigned map source BlueprintBP_RMC_BuyerCalibrationNumbered hookup and screenshots
Capture Blueprint parametersBP_RMC_BuyerCaptureNumbered hookup and screenshots
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