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

RPG Maps & Compass

Native capture settings

Native configuration reference: RMCMapSourceActor.h

Names and defaults below are extracted from the current source declaration. Deprecated fields preserve older serialized assets; use their documented replacements for new setup. This table documents configuration, not successful runtime coverage of every field.

Declaration / defaultCategoryAccessEditor limitsPurpose
TObjectPtr<UMaterialInterface> MapToneMaterialRPG Maps & Compass|CartographyRead-only / diagnosticHard referenced so the independently installed plugin cooks its image-only tone shader.
TObjectPtr<UMaterialInterface> ShapeSurfaceMaterialRPG Maps & Compass|CartographyRead-only / diagnosticUI shader for vertex-tinted polygon backgrounds and texture fallbacks.
bool bEnableSceneMeshCapture = trueRPG Maps & Compass|Scene GeometryEditableInspect the field alongside the practical route above.
int32 SceneMeshResolution = 2048RPG Maps & Compass|Scene GeometryEditableMin 256, Max 2048Inspect the field alongside the practical route above.
float SceneMeshRefreshInterval = .5fRPG Maps & Compass|Scene GeometryEditableMin 0.1, Max 10Inspect the field alongside the practical route above.
FName SceneMeshIgnoreTag = TEXT("RMC.MapIgnore")RPG Maps & Compass|Scene GeometryEditableInspect the field alongside the practical route above.
int32 CapturedSceneMeshCount = 0RPG Maps & Compass|DiagnosticsRead-only / diagnosticInspect the field alongside the practical route above.
TObjectPtr<USceneComponent> SceneRootRPG Maps & CompassRead-only / diagnosticInspect the field alongside the practical route above.
TObjectPtr<URMCMapSourceComponent> MapSourceRPG Maps & CompassRead-only / diagnosticInspect the field alongside the practical route above.
TObjectPtr<USceneCaptureComponent2D> OverviewCaptureRPG Maps & CompassRead-only / diagnosticInspect the field alongside the practical route above.
TObjectPtr<USceneCaptureComponent2D> MinimapCaptureRPG Maps & CompassRead-only / diagnosticInspect the field alongside the practical route above.
TObjectPtr<USceneCaptureComponent2D> GeometryDepthCaptureRPG Maps & CompassRead-only / diagnosticDepth-only geometry pass aligned to the overview capture.
TObjectPtr<USceneCaptureComponent2D> SurfaceNormalCaptureRPG Maps & Compass|DeprecatedDeprecated compatibility fieldDeprecated normal component reference retained for serialized compatibility. Always null.
bool bAutoDiscoverLandscapeBounds = trueRPG Maps & Compass|CaptureEditableInspect the field alongside the practical route above.
bool bRefreshWhenTerrainChanges = trueRPG Maps & Compass|CaptureEditableRecheck loaded terrain bounds at a bounded cadence; rebuild only after topology changes settle. Does not force-load World Partition.
FString DetectionStatusRPG Maps & Compass|DiagnosticsRead-only / diagnosticInspect the field alongside the practical route above.
float SampleCoverage = 0.fRPG Maps & Compass|DiagnosticsRead-only / diagnosticInspect the field alongside the practical route above.
bool bCaptureOverviewOnBeginPlay = trueRPG Maps & Compass|CaptureEditableInspect the field alongside the practical route above.
bool bEnableLiveMinimapCapture = trueRPG Maps & Compass|CaptureEditableInspect the field alongside the practical route above.
bool bUseMaterialBaseColor = trueRPG Maps & Compass|CaptureEditableCapture actual opaque/masked material base colors, independent of exposure. Disable for legacy artistic relief.
bool bCaptureRenderedTerrainMaterials = falseRPG Maps & Compass|CaptureEditableLegacy lit capture, used only when material-base-color mode is disabled.
bool bGenerateTopographyFromTerrain = trueRPG Maps & Compass|TopographyEditableBuild portable north-up relief from real elevation and authored landscape paint layers.
bool bUseLandscapePaintLayers = trueRPG Maps & Compass|TopographyEditableUse each landscape's authored paint weights so sand, soil, grass, farmland, and rock boundaries remain recognizable.
float PastelStrength = 1.fRPG Maps & Compass|CartographyEditableMin 0, Max 1Hand-pigmented relief over measured heights and paint weights. Set to zero for plain relief. Rebuild overview after editing.
float PaperGrainStrength = .35fRPG Maps & Compass|CartographyEditableMin 0, Max 1Inspect the field alongside the practical route above.
FLinearColor CartographyInk = FLinearColor(.065f,.035f,.085f)RPG Maps & Compass|CartographyEditableInspect the field alongside the practical route above.
FLinearColor CartographyPaper = FLinearColor(.74f,.57f,.34f)RPG Maps & Compass|CartographyEditableInspect the field alongside the practical route above.
FLinearColor CartographyOcean = FLinearColor(.035f,.12f,.19f)RPG Maps & Compass|CartographyEditableInspect the field alongside the practical route above.
TMap<FName, FLinearColor> LandscapeLayerColorOverridesRPG Maps & Compass|TopographyEditableOptional exact layer-name color overrides. Unlisted layers receive a natural color inferred from their name.
int32 TopographyResolution = 2048RPG Maps & Compass|TopographyEditableMin 128, Max 2048Inspect the field alongside the practical route above.
FName SeaLevelActorTag = TEXT("RMC.MapSeaLevel")RPG Maps & Compass|TopographyEditableInspect the field alongside the practical route above.
FName WaterRouteActorTag = TEXT("RMC.MapWater")RPG Maps & Compass|TopographyEditableInspect the field alongside the practical route above.
float WaterRouteWidth = 1800.fRPG Maps & Compass|TopographyEditableMin 100.0, Max 10000.0Inspect the field alongside the practical route above.
int32 OverviewResolution = 4096RPG Maps & Compass|CaptureEditableMin 256, Max 4096Inspect the field alongside the practical route above.
int32 GeometryDepthResolution = 1024RPG Maps & Compass|CaptureEditableMin 256, Max 1024Depth-only geometry capture. A 1024 long axis bounds memory while retaining canopy and rock form.
bool bCaptureGeometryDepth = trueRPG Maps & Compass|CaptureEditableInspect the field alongside the practical route above.
int32 SurfaceNormalResolution = 2048RPG Maps & Compass|DeprecatedDeprecated compatibility fieldInspect the field alongside the practical route above.
bool bCaptureSurfaceNormals = falseRPG Maps & Compass|DeprecatedDeprecated compatibility fieldInspect the field alongside the practical route above.
int32 MinimapResolution = 512RPG Maps & Compass|CaptureEditableMin 128, Max 2048Inspect the field alongside the practical route above.
float InitialCaptureDelay = 1.5fRPG Maps & Compass|CaptureEditableMin 0.0, Max 5.0Inspect the field alongside the practical route above.
float MinimapRefreshInterval = .1fRPG Maps & Compass|CaptureEditableMin 0.033, Max 2.0Inspect the field alongside the practical route above.
float CaptureHeightPadding = 50000.fRPG Maps & Compass|CaptureEditableMin 1000.0Inspect the field alongside the practical route above.
float CaptureExposureBias = 0.fRPG Maps & Compass|CaptureEditableMin -8.0, Max 4.0Fixed compensation for the map-only manual exposure. Negative values darken very bright landscapes.
FName AdditionalBoundsActorTag = TEXT("RMC.MapBounds")RPG Maps & Compass|CaptureEditableInspect the field alongside the practical route above.
FName TerrainGeometryActorTag = TEXT("RMC.MapGeometry")RPG Maps & Compass|CaptureEditableAdd this tag to mesh-based terrain or roads that should be drawn with Landscape actors on the generated map.

Native configuration reference: RMCMapSourceComponent.h

Names and defaults below are extracted from the current source declaration. Deprecated fields preserve older serialized assets; use their documented replacements for new setup. This table documents configuration, not successful runtime coverage of every field.

Declaration / defaultCategoryAccessEditor limitsPurpose
FText RegionNameRPG Maps & CompassEditableInspect the field alongside the practical route above.
TObjectPtr<UTexture> OverviewTextureRPG Maps & CompassEditableOptional authored or runtime-generated north-up overview.
TObjectPtr<UTexture> MinimapTextureRPG Maps & CompassRead-only / diagnosticOptional live local capture. When absent, the minimap falls back to the overview.
TObjectPtr<UTexture> SceneMeshTextureRPG Maps & CompassRead-only / diagnosticNorth-up actual mesh color capture; alpha stores inverse coverage. Shares overview UVs.
TObjectPtr<UTexture> GeometryDepthTextureRPG Maps & Compass|ReliefRead-only / diagnosticNorth-up linear scene depth aligned to the overview; drives geometry form without moving landmarks.
FLinearColor GeometryDepthMetrics = FLinearColor::BlackRPG Maps & Compass|ReliefRead-only / diagnostic(inverse width, inverse height, world units per U texel, world units per V texel).
float GeometryDepthFar = 0.fRPG Maps & Compass|ReliefRead-only / diagnosticClear depth used to reject pixels that contain no captured surface.
TObjectPtr<UTexture> SurfaceNormalTextureRPG Maps & Compass|DeprecatedDeprecated compatibility fieldDeprecated normal companion retained only so older placed actors deserialize safely. Always null.
TObjectPtr<UTexture> ReliefTextureRPG Maps & Compass|ReliefRead-only / diagnosticCached elevation-derived lighting, never a replacement for material colors.
float SurfaceDetailSoftening = .15fRPG Maps & Compass|Artistic TreatmentEditableMin 0, Max 1Suppress small repeating surface detail in the captured map without moving geography or markers.
float ReliefStrength = .65fRPG Maps & Compass|ReliefEditableMin 0, Max 1Inspect the field alongside the practical route above.
float GeometryHeightStrength = .55fRPG Maps & Compass|ReliefEditableMin 0, Max 1Reconstruct restrained directional form from captured geometry depth.
float GeometryContactStrength = .22fRPG Maps & Compass|ReliefEditableMin 0, Max 1Darken lower surfaces immediately beside taller geometry such as rocks and tree canopies.
float GeometryReliefStrength = 0.fRPG Maps & Compass|DeprecatedDeprecated compatibility fieldDeprecated normal-lighting strength retained for older serialized sources.
float ReliefContrast = 1.35fRPG Maps & Compass|Artistic TreatmentEditableMin 0.5, Max 2Shape the measured relief around neutral lighting so ridges and escarpments read at map scale.
float ReliefShadowFloor = .55fRPG Maps & Compass|Artistic TreatmentEditableMin 0.25, Max 1Prevent the artistic relief pass from crushing valleys and back-facing slopes to black.
float CliffInkStrength = .25fRPG Maps & Compass|Artistic TreatmentEditableMin 0, Max 1Add restrained ink-like definition only where measured relief departs from flat terrain.
float ContourStrength = 0.fRPG Maps & Compass|ReliefEditableMin 0, Max 1Inspect the field alongside the practical route above.
bool bUseOwnerLocationAsCenter = trueRPG Maps & CompassEditableInspect the field alongside the practical route above.
FVector2D WorldCenter = FVector2D::ZeroVectorRPG Maps & CompassEditableInspect the field alongside the practical route above.
FVector2D WorldExtent = FVector2D(200000.f, 200000.f)RPG Maps & CompassEditableMin 100.0Inspect the field alongside the practical route above.
int32 Priority = 0RPG Maps & CompassEditableInspect the field alongside the practical route above.
bool bActive = trueRPG Maps & CompassEditableInspect the field alongside the practical route above.

Verified native base-color orientation

This authentic GPU capture uses the existing host’s calibration floor and two geometry landmarks. North is +world X; east is +world Y. The native scene’s floor material uses a fixed inverse UV rotation to match its mesh mapping. Your own mesh UVs may require a different calibration.

The legacy lit comparison at exposure bias -3 remained pale and washed out in this validation scene. The world-map UI also stretches the calibration image at its current layout. Neither image is approved for final presentation; they are excluded from this guide’s illustrations.

Placed native parameter views

These seven views display39 real, noneditable Unreal PropertyEditor handles from the placed native actor. They match its45 public native declarations with six structural component references excluded. Private transient targets are not Details settings. The generic native PropertyEditor framing hides component flag subpanels and groups actual property rows; it changes the view, not the saved values. Actor transform rows remain visible for context. Diagnostics here are saved/editor values, not a claim that capture has already run.

BP_RMC_BuyerCapture / NativeParameters-All — retained configuration/reference capture
BP_RMC_BuyerCapture / NativeParameters-All — retained configuration/reference capture · Open full-resolution original

Actual placed native parameters: All. Empty lower canvas is trimmed at document viewport level; click for the unchanged full original.

BP_RMC_BuyerCapture / NativeParameters-Capture — retained configuration/reference capture
BP_RMC_BuyerCapture / NativeParameters-Capture — retained configuration/reference capture · Open full-resolution original

Actual placed native parameters: Capture. Empty lower canvas is trimmed at document viewport level; click for the unchanged full original.

BP_RMC_BuyerCapture / NativeParameters-SceneGeometry — retained configuration/reference capture
BP_RMC_BuyerCapture / NativeParameters-SceneGeometry — retained configuration/reference capture · Open full-resolution original

Actual placed native parameters: SceneGeometry. Empty lower canvas is trimmed at document viewport level; click for the unchanged full original.

BP_RMC_BuyerCapture / NativeParameters-Topography — retained configuration/reference capture
BP_RMC_BuyerCapture / NativeParameters-Topography — retained configuration/reference capture · Open full-resolution original

Actual placed native parameters: Topography. Empty lower canvas is trimmed at document viewport level; click for the unchanged full original.

BP_RMC_BuyerCapture / NativeParameters-Cartography — retained configuration/reference capture
BP_RMC_BuyerCapture / NativeParameters-Cartography — retained configuration/reference capture · Open full-resolution original

Actual placed native parameters: Cartography. Empty lower canvas is trimmed at document viewport level; click for the unchanged full original.

BP_RMC_BuyerCapture / NativeParameters-Diagnostics — retained configuration/reference capture
BP_RMC_BuyerCapture / NativeParameters-Diagnostics — retained configuration/reference capture · Open full-resolution original

Actual placed native parameters: Diagnostics. Empty lower canvas is trimmed at document viewport level; click for the unchanged full original.

BP_RMC_BuyerCapture / NativeParameters-Deprecated — retained configuration/reference capture
BP_RMC_BuyerCapture / NativeParameters-Deprecated — retained configuration/reference capture · Open full-resolution original

Actual placed native parameters: Deprecated. Empty lower canvas is trimmed at document viewport level; click for the unchanged full original.

Create a native landmark actor

  1. Create a Blueprint subclass of RMC Map Marker Actor in your existing game Content and place it at the landmark.
  2. On its Marker component, set Marker Label, Category, Marker Color and Show On Minimap / Compass / World Map.
  3. Play with the owning local player and query Get Visible Markers. Use the returned Id and World Location in your UI; the actor does not require a visible mesh.

The saved BP_RMC_BuyerNativeMarker now has clean scoped public read/explicit registration proof and authentic native captures. Automatic local-player BeginPlay/EndPlay and designed UI remain separate coverage gaps.

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