Overview

Texture-based minimap, map, POI, and navigation workflow

Introduction

Minimap, Map and Navigation System is built around texture-based maps, so your HUD does not need a live scene capture for the minimap. You prepare or capture a map texture, assign it to a MapBounds actor, then let Blueprint-friendly widgets display the player, POIs, navigation targets, and map regions.

The same system can be used for open worlds, indoor areas, RTS-style maps, archviz walkthroughs, and gameplay HUDs that need many icons without a heavy render target setup.

Runtime minimap showing player and POI markers during gameplay

Core Features

Texture-Based Minimap

Use a map texture or top-down screenshot instead of a live render target.

MapBounds Regions

Switch maps automatically when the player enters a different area.

POI Datatable

Define icon, pointer, display range, static/dynamic behavior, and map interaction from rows.

Circle or Rectangle

Choose the minimap shape and keep markers clamped correctly.

Texture Masks

Support non-rectangular interiors, caves, rooms, and custom map silhouettes.

Navigation Markers

Show destination pointers, distance, and out-of-bounds indicators.

What You Need

  • A project with UMG and Blueprint support.
  • A player pawn or character that can own the minimap widget.
  • A map texture, top-down screenshot, or custom map art for each region.
  • One or more MapBounds actors placed around the playable areas.
Minimap, Map and Navigation System - Documentation | Athian Games