Journeyman's Minimap - Code Plugin for Minimaps and Fog of

I am back in action. :slight_smile:

The plugin’s Marketplace page states only Windows as platforms, but that is because I’ve only tested on Windows. I don’t do anything particularly platform bound though, so I am curious what is preventing the plugin to package successfully for Android and I want to work with you to get it running on Android. After any failed build, it should have written a log file. Can you see if you can find such a log file and email it to me at zhikang.shao at gmail.com?

As for your other questions:

If the plugin works without converting the Unreal project to a code project, that is perfect. I assumed that this had to be done, because Epic’s instructions for installing code plugins said so at one point. Apparently that no longer applies and Epic has found a way to precompile plugins, so hats off to them and great for us all. :slight_smile:

This occurrs when using the 4.15 plugin files in UE4.16. I have fixed this in one of the recent updates, shortly after 4.16 came out. Are you using UE4.16 and can you check to make sure you have the latest files?

Certainly:

  • Place a Map Background actor in the level and let it create a snapshot by setting a Render Target asset for the first and only floor (Background Levels, element 0).
  • You can now also render the navigation mesh to that snapshot, so be sure to check the “Render Navigation Mesh” option on the MapBackground actor.
  • Open the render target. Export it to a TGA file or simply use Print Screen to make a desktop screenshot and copy that to an image editor (I use Photoshop).
  • Inside Photoshop, change the canvas size to something like 512x512 and move the snapshot to fit the canvas.
  • Select the parts of the snapshot that form the shape of your minimap. For example, I use Photoshop’s Magic Wand to select the navigation mesh, since that represents roughly where the player can walk.
  • Use the selection as a base for your minimap texture.
    When you’re done, save to a TGA or PNG and import that back to Unreal and set that as the first floor’s (Background Levels[0]) Background Texture.

I hope that’s clear! Again if you email me your failed build log, I can investigate why it won’t build for Android and fix that. :slight_smile: