# Minimap World Image

**URL:** <https://forums.unrealengine.com/t/minimap-world-image/331400>\
**Category:** UI\
**Tags:** size, image, minimap, unreal-engine, Blueprint, question, UMG\
**Created:** [September 8, 2015, 12:09am UTC](https://forums.unrealengine.com/t/minimap-world-image/331400 "2015-09-08T00:09:08Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Raidfire.Net](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Raidfire.Net](https://forums.unrealengine.com/u/Raidfire.Net)\
**Post date:** [September 8, 2015, 12:09am UTC](https://forums.unrealengine.com/t/minimap-world-image/331400/1 "2015-09-08T00:09:08Z")

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Hi,

i want to make a minimap. But now i see a problem.

If i wanna use a single drawn image from my world, this image has to be huge, but the biggest size of an image is 8192x8192. If i zoom in to my current location, it would look very pixilated.

What is the workaround for large images used in minimaps?

Thanks.

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**Author:** ![anonymous\_user\_5170ac1b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_5170ac1b](https://forums.unrealengine.com/u/anonymous_user_5170ac1b)\
**Post date:** [September 8, 2015, 12:17am UTC](https://forums.unrealengine.com/t/minimap-world-image/331400/2 "2015-09-08T00:17:31Z")

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If it’s fine to provide live feed, you can use a camera always above the character rendering to an image in a widget.

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**Author:** ![jwatte](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jwatte/32/744941_2.png) [@jwatte](https://forums.unrealengine.com/u/jwatte)\
**Post date:** [September 8, 2015, 1:19am UTC](https://forums.unrealengine.com/t/minimap-world-image/331400/3 "2015-09-08T01:19:35Z")

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Cameras can be set with masking bits that don’t render certain objects. You can also arrange for the camera to render without atmospherics (so not everything is covered in fog) although this seems finicky.

However, even with a 4096 texture, why do you need to zoom so far in to the minimap? Can you just prevent zooming in too much?

You can also use a number of textures – 4 wide and 4 high tile of 4096 textures would give you the effective 16000x16000 texture size. However, that’s a LOT of RAM to waste on minimaps.

I think the main question is: What do you need the minimap for, and why do you need to zoom it in so far?

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**Author:** ![Raidfire.Net](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Raidfire.Net](https://forums.unrealengine.com/u/Raidfire.Net)\
**Post date:** [September 8, 2015, 10:02am UTC](https://forums.unrealengine.com/t/minimap-world-image/331400/4 "2015-09-08T10:02:35Z")

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Hi,

thanks for your reply. Actually i do not zoom in so far. It is just the camera is about e.g. 20m above the ground. So you have about 50m area to see. But when you have a big (open) world, you also need a big image or a lot of “small” images. For example i have played Witcher 3 a little bit yesterday and the minimap in this game shows a drawn image.

The question is: How do the developers handle that case in the game industry?

at: Xact-sniper: Live feed is really cool, but i wanna create a common minimap builder and it seems that most game studios do not use live feed in their minimaps.
