First successful test in your game
- Compile your duplicated examples, assign your map image/bounds and landmark settings, and start with a possessed local player.
- Pass that controller into StartBuyerNavigation. Continue only on true; display Failure on false and reconnect when the owner is ready.
- Open and close your map, change zoom/pan, and confirm cancellation restores the expected input.
- Create a waypoint, retain its accepted GUID, rename it, and remove that same waypoint. Refresh UI from the change event and snapshot.
- Change a settings copy, check its settings receipt, and separately save exploration progress. Restart your own test session and confirm the state you expect.
- Disconnect before replacing the owner. Ensure your observer stops receiving events without removing another caller's data.
Scope and limitations
The plugin supplies local navigation data and presentation. Your game supplies map content, input ownership, quest logic, multiplayer authority and any cloud/profile synchronization. A waypoint is navigation data; it does not spawn an actor or grant a reward.
The examples demonstrate public integration patterns. The struct widget adapts data for your UI; it is not a complete quest HUD. The supplied calibration map is a setup reference, not a promise that your replacement content is packaged automatically.
Validate your own map bounds, authored imagery, replacement assets, input and packaged game. A successful compile or data read alone does not establish visual/gameplay acceptance.
Support
Email support.blackironspine@proton.me with your engine version, the named Blueprint/function, the failure text and reproducible steps. Keep your existing saves when investigating a refused progress write.
