World Indicator System is a UE5 plugin for adding screen-space indicators to your game — tracking actors and locations both on-screen and off-screen, with full support for split-screen and online multiplayer out of the box.
Documentation | Playable Demo | Demonstration Video | Support Discord
Works with any User Widget, independent of setup. Includes an optional interface for features such as rotation, distance, and animation events.
Built around a World Subsystem, it manages everything from memory to the canvas. Add it into any project and start placing indicators in minutes — all you need is a User Widget, a Player Controller and something to point at.
World Indicator System aims to be the all-in-one screen indicator solution for any Unreal Engine 5 project — whether it's a single player experience, an online multiplayer game, or a local co-op title. Flexible enough to cover simple use cases in minutes, and robust enough to scale with the most complex ones.
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Blueprint Function Library — accessible from any Blueprint, no setup required.
Works with Any Widget — bring your own User Widget, optionally implement the Indicator Interface for animations and more.
Multiplayer Ready — built-in Network Component with Server RPCs, client filtering, and a overridable events for custom net logic.
Split-Screen Support — manages indicators per Player Controller, with each Player Controller owning its own set of indicators.
Soft Referenced — assets are automatically loaded when added and unloaded when removed.
Async gameplay nodes — built-in distance, line-of-sight, and bounds events.
Runtime Border Scale — editable in run-time and saved in GameUseSettings.ini, ready to use with your in-game settings menu
High Performance — Linear Transforms in C++
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World Indicator System supports online multiplayer through the World Indicator Network Component (UWorldIndicatorNetComponent). Add this component to your Player Controller to enable networked indicator functionality.
The Network Component includes client filtering by Gameplay Tag. This method uses the Gameplay Abilities module to check for clients that have an Ability System Component with the selected Gameplay Tag.