The Map Marker Component
Add a Map Marker component to an actor or to its Blueprint and it appears on the radar while the game runs.
| Setting | What it does |
|---|---|
| Category | Ally, Enemy, Objective, Point Of Interest, Vehicle or Custom. Categories can be shown or hidden together. |
| Label | Text for the marker. |
| Color | Colour of the icon. |
| Shape | Circle, Diamond, Triangle, Square, Arrow, Star, Ring or Cross. |
| Size | Icon size multiplier (0.2 to 4). |
| Show On Radar | Hides the marker without removing the component. |
| Rotate With Actor | Turns the icon with the actor's yaw. Best for Arrow and Triangle. |
| Pulse | Pulses the icon to draw attention. |
| Max Visible Distance | Hides the marker beyond this distance. 0 means no limit. |
| Clamp To Edge | Pins the marker to the rim of the radar as a pointer once it is out of range. Good for objectives. |
| Marker Enabled | Turns the marker on or off at runtime. |
Auto Register Instead
If you do not want to edit a Blueprint, open the Radar System actor, add an entry to Auto Register Classes and pick the actor class, category, label, colour and shape. Every actor of that class gets a marker when the game starts.
Eliminations
Call Mark Eliminated on the Map Marker when its owner dies. The blip leaves the radar and a short cross stays at the last position for a moment. You can set how long the cross stays with Cross Duration.