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

RPG Maps & Compass

Map and owner setup

Connect the exact local player

StartBuyerNavigation

Asset: /RPGMapsCompass/RPGMapsCompass/Examples/BP_RMC_BuyerRegion
Tab/function: StartBuyerNavigation

  1. Duplicate BP_RMC_BuyerRegion into your game Content folder and place the duplicate in your existing level.
  2. From your existing controller or widget, keep a reference to that placed actor. Call Start Buyer Navigation when the owning local PlayerController is ready. Wire that exact controller into Owning Player.
  3. Branch on Return Value. On true continue to your map or waypoint input. On false show Failure and retry with the correct controller. Compile and save your duplicate.

Expected result: The owning controller resolves this local player’s navigation subsystem; missing ownership returns false with useful failure text.

BP_RMC_BuyerRegion / StartBuyerNavigation — complete Director-supplied graph
BP_RMC_BuyerRegion / StartBuyerNavigation — complete Director-supplied graph · Open full-resolution original

Connect an already resolved subsystem

ConnectBuyerNavigation

Asset: /RPGMapsCompass/RPGMapsCompass/Examples/BP_RMC_BuyerRegion
Tab/function: ConnectBuyerNavigation

  1. Use this route when your existing Blueprint already holds the owning local player’s RMC Navigation Subsystem.
  2. Pass it into Navigation on your placed buyer-region actor. Its MapSource and Marker components register with that world.
  3. Branch on the returned result. Disconnect the previous owner before replacing it; never connect a subsystem from another world.

Expected result: The connected reference becomes this exact owner; same-owner rebind does not duplicate the observer.

BP_RMC_BuyerRegion / ConnectBuyerNavigation — retained configuration/reference capture
BP_RMC_BuyerRegion / ConnectBuyerNavigation — retained configuration/reference capture · Open full-resolution original

Scroll each panel to read its original-size labels. Follow wires between overlapping panels; use the overview for the complete connection route.

Graph viewport overview. Read node and pin detail in the matching HTML chapter or linked original; use panel 4 where noted for rightmost results.

Assign your overview and bounds

Asset: /RPGMapsCompass/RPGMapsCompass/Examples/BP_RMC_BuyerRegion
Tab/function: MapSourceSettings

  1. Open your duplicated BP_RMC_BuyerRegion. In Components select MapSource, then open Details.
  2. Choose your north-up Overview Texture. Set World Center and World Extent as XY half extents in centimeters; clear Use Owner Location as Center when you need a fixed center.
  3. Keep Active enabled and choose a priority that makes this the intended source. Compile and save; test center and corner UV projections in Play.

Expected result: The captured shipped defaults have no overview assigned and use owner location as center. This image is configuration evidence; buyer-image rendering remains a separate check.

BP_RMC_BuyerRegion / MapSourceSettings — retained configuration/reference capture
BP_RMC_BuyerRegion / MapSourceSettings — retained configuration/reference capture · Open full-resolution original

MapSourceSettings — native saved graph/configuration capture 1. Open the original or expand the native details to inspect pins.

Name and filter your landmark

Asset: /RPGMapsCompass/RPGMapsCompass/Examples/BP_RMC_BuyerRegion
Tab/function: MarkerSettings

  1. In the same duplicated asset select Marker in Components, then open Details.
  2. Set Marker Label, category, color and the surfaces where your landmark should appear. Move the placed actor to the intended world location.
  3. Compile and save. Exercise your game’s visibility/category filter and confirm the landmark disappears after the actor unregisters.

Expected result: The actor supplies landmark data; the navigation subsystem applies category and surface visibility.

BP_RMC_BuyerRegion / MarkerSettings — retained configuration/reference capture
BP_RMC_BuyerRegion / MarkerSettings — retained configuration/reference capture · Open full-resolution original

MarkerSettings — native saved graph/configuration capture 1. Open the original or expand the native details to inspect pins.

Open original in a separate tab

Scroll to inspect the complete original at native resolution.