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