Minimap and map overview only showing a part of the map.

@Hardcawcanary Just the ocean unfortunately did not work. Whe waterzone does not seem to have resize settings.
I do have custom block planes, but the area I see on the map is bigger than the blocks.

The 500 limit is a shame, because if they could be bigger, the problem would be instantly solved. Also no way to show the whole map in a 3D state either. And I tried to place it high above the map and rotate part, but that unfortunately didn’t help either.

I tried to force them with triggers only. But that also didn’t work. The part of the map i see now, is still smaller than it would be if I were to use a map controller.

I’ll give it another go tomorrow. But I’ve spend a week trying to debug this. And I’m not sure if I can solve it ><.

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Try adding Blocking volumes from the menu with the cube and plus sign to the left of Launch Session
I just tried one and it stretched far beyond 614400.
I’m hoping setting them as boundaries gives the minimap a reference to scale from.
The distance fx like the island, how does that affect minimap ??? how does it know its not needed for the minimap, surely minimap generation has to be linked to playable area, which is usually defined by blocking volumes or barrier devices. Perhaps custom blocking is not recognised by it so it switches to a default minimap size instead of generating a map way out to the level bounds, which is that big because of the sky and outer ocean.

I should have looked at the editor to get the proper name.
For the waterzone change the Zone Extents values.

The waterzone gives the players swimming so it should be as big as the playable area

Oh cool, so the map controllers work a little better than not having them, thats good to know.

This could possibly be a current limitation, many moons ago, the minimap was failing for anything larger than the starting template islands gridplane, a size issue, but it got fixed.

There seems to be only a handful of options to try, once theyre exhausted with no success… we need to get a few votes on this thread so the issue gets another look into so they can push back those limits a bit more

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@Hardcawcanary I will check it all tomorrow! The thing is, I always use standard blank XL islands. And on some points my knowledge is limited, this one the first time creating a landscape, leaning about lakes etc. But I’ll try my best to check all the points after some sleep. :smiley: Thank you for all your help so far! A part of me is hoping they will just up the volume of the map controller to 10.000, would save a lot of trouble.
As for the votes, it has 10 on Reddit, but that won’t count here, hehe. Hopefully everyone with this exact issue will upvote.

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@Hardcawcanary I tried to get trough all the points. :slight_smile:

Try adding Blocking volumes.
I added them. But it did not do anything unfortunately.
Follow up question. Would the BuilderGridPlane, does it matter which Z it has?
I dropped it to -5000, so I could lower terrain for water, so you would not see the grid planes.

The distance fx like the island, how does that affect minimap.
I’m not sure what that is :slight_smile: . And I’m not sure I can change settings on this.

Make sure the waterzone box covers the entire playable area.
Yes It is around the whole playable island and close to the shoreline.

Levelbounds: checked and cover the whole map+ocean

VK_Waterbody_Ocean_Parent_C - extent: 614400.0 / Collision 307200.0
It has a layer SplineComp (waterspline) but that does not have the lakes in them.

The lakes were added from the content browser in uefn.
They are separate instances (splines) VK Waterbody Lake C. I have 2 of those.
They did show an icon with a water drop and an X in it. But they do contain water.

The standard minimap is smaller then the map controller version. Those lakes are not showing in the smaller version.
But I’m unable to see any particular “borders” or barriers for the specific area/location of this ‘limited’ minimap and map overview. It is almost like there is some invisible border, telling the game to just show a part. While all other map indicators work properly outside the visual bit.

What I also found out, I am unable to place markers outside the visible part of the map overview (in the menu).
But in game, I can mark the mountains on the edge of the map. But the map overview will not show my marker.

A normal Launch session from UEFN never shows the map/minimap at all.
So the only way to test is with private playtests, which take about an hour to create.

I do have custom collision planes around the start area, but this is a lot smaller than the visual minimap.
And the visual map didn’t work before I added all those. I had collision issues with particular weapons / throwables / rocket ram. So added custom collision for: FortHeldObjectPhysics / FortCreativeOnlyWeapons / VehicleSuspensionCollision / BlockAll (ceiling only).

I also found this post with 13 votes (UCB-1091):

Which seems to be this exact issue.

I’m going to stop messing with the map for now :).
Because when I check that other post, it seems to have been an issue before (or still).

I have to double-check this, but I assume this would show the issue.
Reproduction steps:

  • Create the standard XL island.
  • Make a landscape 4x larger than the grid (at least 2000x2000).
  • The minimap only shows a part of the landscape (about 300 and not all). Map indicator max would show only 500 of that landscape.

A simple fix would be to give the map controller volume box size a maximum of 10.000 (or whatever a big map could be?

And maybe add more documentation on map controllers? Would 9 map controllers combine to 1 big map or not? And I still wonder why it would not take over other parts of the visual map with triggers? Can 9 controllers have the same priority? Perhaps that 500 range is max, and everything beyond just won’t show?

I tried to manipulate a single map controller to scale up / increase the volume, but what I tried did not work and gave a blank screen. (scaling it while attaching to another box). I wonder if it could be manipulated with verse. But that’s something I still need to learn.

A ‘sticky tape’ fix would be to just make a plane 500x500 and upload an image of the full map, then just smash that image right below the map controller cam. But indicators etc. won’t show correctly, and neither would the player markers. So it is not a real solution.

p.s. if you are here for this same issue. Don’t forget to vote on this (in the top) :).

Disappointing, hoping the blocking volumes would help

The Z plane height -
Hmmm the build grid is limited in size, the players cannot build above 22272 units, I forgot to put the name of the poster who tested that out.
Not sure about how far below, there was another post who did create a crater in the middle of the map, I can’t remember how deep it was, but the player would instantly die there, indicating an auto kill zone at some depth incase a player falls through the map I’d say.
There are currently X and Y limits to the build grid as well, unless they’ve been increased.
But to answer the question, it’s possible. I wonder if they fixed the need for a gridplane yet ???
I would try it at a multiple of 384, -4992 or just remove it and see if building still works.

The distance fx, I mean’t the islands off in the distance and the portion of the ocean outside the waterzone. Was raving on too much and only wondering about the stuff that isn’t in a minimap and how does the engine know this

Waterzone, cool, there is another aspect, where the inner ocean and outer ocean meet at the waterzone, there is a definite line. Ocean and Waterzone extents should be incread until that line blends into distance

Re - Waterbodies, yes they are seperate assets oceans and lakes,
but considering just the ocean’s spline, it has no ocean inside it. this area of no ocean should be stretched around the map so the other waterbodies, lakes, swimming pools and rivers (except for the last node) have no ocean under them.

Now the bug reporters onto it, hopefully the minimap, indicators and marker issues get a look into,

That post, March 2023, that’s around the time UEFN was released, that first post was probably from beta testing, the bug statis is still awaiting validation and not closed. There have been more recent posts about this…

OK I just found the post with Epic Staff, who give the minimap a radius of 61000 at the time of the post May 2023,

Bit disappointing, but I guess the only course is to focus on the map controllers

OK, so looking at the Map Controllers, it could be a settings issue
Using nine map controllers as you have
Give them all priority 100
Uncheck the Activate Automatically
Check the Activate on Trigger

If that fails,
priority 1000 :smiley:
uncheck activate automatically
uncheck activate on trigger
place down some volume devices the same size as map controller zones
use the map controllers, Activate for Player function with the volume devices On Player Enter Zone
and Deactivate for Player with the On Player Exit Zone
Do this for all nine zones.

If it fails by direct function event, then its more likely the map controllers need more fixing so they can handle an island this big

+1 vote

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Right now there is a limitation of what the minimap can capture. The team does have the feedback though and will look into raising this limit in the future, if possible.

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Thank you @Flak! So I assume that counts for both map controller and without it?

@Hardcawcanary Thank you for that elaborate post! My workweek started, but I have an Easter vacation coming up. Plus atm trying to finish the Easter game, but I probably won’t get it ready.
I will try the fixes once that one is done! And the raving on, is always a good thing, usually helps with debugging. ‘Thinking out loud’ :D.

When I read your comment about the water bodies, I think what I made should work. I have not had any issues with them. But I can re-check it next week.

I will also try the triggering options. But when I did before and tested that 2 weeks ago, it did not really do anything :). Even when I fully emersed the boxes on the locations, players would go “in and out”. That’s what made me wonder about those priorities in the first place. I will also try the suggestion of 100 / 1000. But perhaps that has something to do with the minimap limitations Flak mentioned. Once I tested more, I’ll let you know. Should be somewhere next week. :slight_smile:

And again thank you for your help and insights!

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FORT-889624 has been ‘Closed’. This is working as intended by design.

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Unable to fix it yet.
But working as intended, is that only about the map controllers?
Or also without them? Which would mean you cannot create kilometer big maps?
What I find strange is that the map is smaller without the map controller. And I wonder where that part is set. I’ll try and play more with the water zones etc.

Edit: I looked at the water zone. Which still was a tiny box (see image). I just scaled it from 1 to 11, and now it surrounds the island. The second thing I will try is overlapping map controllers, with the outside controllers having a higher priority than the middle one. And set those to overlap/trigger.

Update: neither worked. Map controllers are not triggering. Still blue everywhere except a tiny square in the middle. Even seems the middle indicator is not working and the “standard” even smaller minimap kicked in.
Back to the debug drawing board :).
The map did flood with water though in some areas. But I also noticed I had to rebuild some landscapes and are falling below the 0 point. So that is working as intended. If I do find a fix, I’ll post it here :).

I should also mention that it is not possible to place markers outside of that “standard” map overview part. But ingame you can. So the map itself in the blue is not markable with a player marker.

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I suggest that you make the Waterzone’s, zone extents the same as the ocean’s ocean extents and use scale 1,1,1.
That way they will fit together at the zone edges

Also the Ocean centre has no water, if you make the ocean centre’s spline surround the land below 0, you won’t have water there and won’t have to modify the terrain.

Thanks for the feedback info

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@Hardcawcanary - Oh silly me! I had waterzone on "general"And I thought all I had was scale settings ><.
I’ve put the scale back to 1./ And set the zone extent to: 614400.0.

Will create another playtest to see if anything changed :). And I’ll update here.

Update: Map controllers still not active (set to trigger).
I see smaller map then the map controller actually is (500 box).
Water still in the map, but it seems some landscape parts are below the 0 point. That’s fine and easy to fix.
But not getting the full map to work is still an issue.
Map priority 0 or 100 has no effect. Also, not getting triggered at all.
The weirdest part is none of them seem to trigger at all.

  • They are all enabled at game start. Now I will try to use the functions to activate them for the player that drives into them.

I don’t know a lot about waterzones yet.
Would the render target resolution of the waterzone change anything? (1024 now)
Would rebuilding HLODs change anything, now that the water zone has an extent of 614400? Will try and rebuild them just in case.

Because when I look at the world partition. Turn off/on minimap it shows me the whole map. So why does it keep rendering that little bit in the center, 4x4 grid squares max (yellow square).

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Re - target resolution, I don’t exactly know, tried playing with it switched to 8192 and got a frame every few seconds, so I guess the higher the number the more points it has to calculate.
Tried switching to 512 and back to 1024, but its lagging heavily still like the 8192 is still hogging the memory.
Reloading map to try and clear it.

I don’t know much about the waterzone, just to size match it with an ocean if there is one and the zone has to contain all VK waterbodies for them to have water physics

That size thats showing, is that about the size of the original 4 grid planes ?

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Unfortunately, after 3 hours the HLOD build failed, I also see an unusual amount of memory used by Fortnite/ editor. I think it failed on the memory. Never had that one before.
So I guess first I need to figure out why its hogging double the memory then it used to.
And then figure out why suddenly HLODS are failing. Although I did read other posts with the memory issue. And it looks like they are investigating that issue.

That size thats showing, is that about the size of the original 4 grid planes ?

I think it is smaller than the original grids, because I used the XL island, but it seems to be showing a smaller area, like the smaller island. I also read somewhere you should make those grids larger. I already did that, so they cover the whole map. But that is also not working.

So perhaps first I’ll need to figure out the HLOD building part. But I’m afraid, with the current memory issue, I won’t be able to rebuild them. And a bunch of other errors, may have something to do with the update today (perhaps it was offline for a bit). I’ll first update the graphics cards, then restart the pc and everything, and I’ll try and run a new one.

UPDATE: So there is a current update, which is probably while it failed. :slight_smile: Once update I’ll try again.

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For the memory fail, go to your PC Advanced Settings and change your Windows Paging file to custom. Do a google if you can’t find it, changing Windows paging file

Best results are from putting it on a dedicated SSD and setting it as big as you can, like 200GB +
If you have a spare hard drive put it in and use that,

You will notice a major difference, especially on a map that large

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I just build the HLOD in 25 min. I think it was because of the maintenance.
I will soon buy a new PC though, this one is about 3 years old. And I’ll make sure there are a couple of 2TB SSDs in the new one :D. Because I only have about 60gb free on the current one. It has also been trying to create a session for the past 30 minutes.
So I’ll do some tests again tomorrow because I’m out of time for today. Hoping the HLOD build perhaps did something.

If not I will test without map controllers, and then test with 2 map controllers in the middle parts of the map, and then in the far ends. But I will soon run out of ideas. Hoping someone else with a big map can confirm, it just is not working. Or if they are, then I need to figure out where i went wrong :). I can’t be the only one with a big map.

@Hardcawcanary, Just found out the spatial profiler is showing a little part of the map.
It is showing a little more than the map I see when I playtest.

So I guess something is still blocking the other parts of the map.
Next up I’ll try and move the grid squares to the outer ends of the map. Another option is to delete those grids. Just tried a ‘build landscape’ but that didn’t do a lot :).
I’m kind of out of ideas. How can someone expand the spatial profiler?

Update: used one map controller in another corner that worked. Removed it and moved to grid planes to separate corners, did nothing and the small middle map was showing again. I have no idea how to expand the boundaries of the little middle map. Rebuilding HLOD did nothing. Only have one idea left and that is removing the build grid planes altogether. ButI think I will give up for now, hoping someone that has a huge map can explain how they are showing the full map. Or if I did miss something, let me know.

Update 2: Also just found this one

So I guess it has been an unresolved issue for a while

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@Hardcawcanary I’m just going to keep going to try and get this to work :slight_smile: .
Doing an attempt with AI to debug this. Now I found it strange that the spatial profiler was showing me a little part of my map. AI tells me to expand minimap bounds ( Likely Cause: `Minimap Capture Bounds / Map Capture Box Size), which I cannot edit. I also read in another post, the (mini)map should react to actors on the map. Since AI keeps talking about the minimap bounds.
Then AI tried to sell me the map controller device, but Multiple Map Controllers Don’t Merge. So that was not a fix.

Like level bounds, which already covers the map, same with the waterzone, the ocean and even the build grid planes. I was trying to find where else I can edit the bounds, since somehow there is still some kind of invisible border that I am unable to edit.

So now I was looking at the World settings and in particular the Bounds method.
cell size: 12800 | loading range: 25600 |
Bounds method : use min content cell bounds (this was the chosen option)
The other options:

  • use cell bounds
  • use content
    AI tells me to try the cell bounds one, So I guess I will try that. And report back if this did anything.

Update: unfortunately changing those settings also didn’t help.

@Hardcawcanary I just found a spline inside that ocean, could that be the issue? So far I still have not yet fixed the map issue. The map controller box also refuses to work. And just now i found splines inside the ocean. Could that be something? :slight_smile:

UPDATE: It works!! somehow the first map controller now works. And finally you can see the complete map. Even though the other map controllers do not render. At least you get an idea of how big the map is :). 6230-6500-8593

Only the first map controller actually shows an image. But this is a big win. Before you could only see a very small part of the map.

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Ooh, thats good news, sounds like they’re working on it, hopefully they’ll be able to implement it into map controllers.

The ocean spline, outside of the spline is the ocean, physics and water, inside the spline is void with no ocean.
You can stretch the spline out underneath your biggest island if you want, so it’s inside the coastline and around any lakes, pools or most of a river.
There used be occasional conflicts when the ocean was under another VK waterbody and collisions or water fx would go funny in places. I think it has mostly been fixed though.

It will also allow you to make landscape below the ocean level without the ocean being there.