****. I missed out on a great deal then. It really does look compatible to any project. Too bad I’m a starving artist.
Thank you very much
Hi
I bought your UMG MiniMap BP today. Great stuff.
I am doing a 3d Sidescroller at the moment.
Questions:
- Is it possible to modify the 2d Vector parts of the code ( in the MiniMap_Math BP) to use Y and Z instead of X and Y?
I won’t be using a landscape and I understand having to manually insert bottom left and upper right coordinates.
An example of what I am trying to do is the game “Swapper” this is a front on Map, and not top down. I don’t mind altering your code. I just want to know if you think it will work? - essentially I want to use the map as front on, instead of top down.
Thanks,
Greg
Hi Greg!
That’s an interesting question. I think if you manage to replace all occurrences of X/Y with Y/Z it should work since the math should work on any two dimensions, though if you miss one single node and forget to switch it to Y/Z it will not work, so you have to be really careful, since there is not few math in the blueprints it might take a while. The minimap was clearly not created for being used with Y/Z, but there is no limitation I know about which would prevent the use of Y/Z All features should work same in Y/Z as in X/Y.
Good Luck After you make it work, please let me know, would be really interesting to see someone using the minimap in Y/Z
Cool! I will let you know how I do. Cheers.
I was interested in checking out your minimap for our game, but I have two major questions I can’t find a answer on in any of the tutorials or other forum posts here:
- Integration: We would like to use it in our existing HUD, the easiest way would be for you to use our texture we already have on our HUD for your output so we can just replace our minimap. Our HUD is not all in C++, so we wonder if we can just provide the output texture to your minimap and it will work?
- Indoors: We want to use a constantly updating minimap. Like you we are using scenecapture2d. We currently have a issue that when the character goes indoors our underground, there is no way to let the scenecapture2d look through the cieling or ground to see the layout of the caves or buildings. Have you tackled this in your minimap or how would you advise we do this using your minimap?
Thanks!
-Shawn
Hi Shawn!
-
The minimap is using UMG, so you need some kind of umg widget. If you don’t have one, you can just create one and put only the minimap inside. What exactly do you mean with “output texture”? Didn’t you say you want to use a SceneCapture for the texture?
-
For indoor buildings, you cannot use a SceneCapture since it obviously cannot capture what’s happening inside. You could workaround it if you make all the outside of the building (roof) only using Instanced Static Meshes and then disable them in the SceneCapture settings, but the best way for displaying indoor or underground rooms on a minimap is using a custom texture for the background, most games do this since it just generally looks better than using a SceneCapture.
Cheers!
Hi
Your minimap is a SUPERRRR AAA minimap.
I’m able to use thin edge, and it works perfectly.
But to achieve this all the elements touching at the edge must be changed to ‘Arrows’ with same texture used in the points. And inside the minimap widget blueprint there a function called ‘Intersect with Edge’, I changed the value 2 in division for circle radius to 1.7, to coincide with the same exact time and place that arrow is transformed into points, vice versa. and it worked perfectly.
About Indoors
Most often, both images in the minimap, indoor and outdoor are schematic images captured in the first instance by scenecapture2d, but then are replaced or combined with images processed in photoshop. After scene be captured by scenecapture2d, conbined or replaced, you can to delete the minimap’s camera. This minimap works with both, scenecapture2d and photoshoped image.
Hi
You have a great product. You inspired me to make this for my 3d Scroller game. It is completely different (different end users and different functionality). Here is a link if you are interested. ( part workflow, part ui)
Cheers,
Greg
Thanks a lot!
Thanks
Looks interesting! Do you also have a thread here in the forums about it?
Thanks for putting this on the Marketplace. You’ve saved me quite a bit of time creating one myself. We’re using this in Klepto (recently greenlit on Steam). The mini-map will be available in the Cops & Robbers multiplayer game mode while playing on the Cop team which is accessed via their patrol tablet. Additionally, players specializing in hacking will be able to access it to identify patrol car locations in the neighborhood.
Awesome! Thanks for letting me know. I wish you best luck with your game
I’m wondering if you could help me. My message log is being spammed with a bunch of minimap errors:
PIE:Error: Error Accessed None ‘CallFunc_GetDynamicMaterial_ReturnValue’ from node Set Scalar Parameter Value in graph ‘MoveMask’ in blueprint MiniMap
PIE:Error: Error Accessed None ‘CallFunc_GetDynamicMaterial_ReturnValue’ from node Set Scalar Parameter Value in graph ‘Rotate’ in blueprint MiniMap
PIE:Error: Error Accessed None ‘K2Node_DynamicCast_AsCanvas_Panel_Slot’ from node Set Size in graph ‘SetZoom’ in blueprint MiniMap
PIE:Error: Error Accessed None ‘CallFunc_GetDynamicMaterial_ReturnValue’ from node Set Vector Parameter Value in graph ‘MoveMask’ in blueprint MiniMap
PIE:Error: Error Accessed None ‘CallFunc_GetDynamicMaterial_ReturnValue’ from node Set Scalar Parameter Value in graph ‘MoveMask’ in blueprint MiniMap
PIE:Error: Error Accessed None ‘CallFunc_GetDynamicMaterial_ReturnValue’ from node Set Scalar Parameter Value in graph ‘Rotate’ in blueprint MiniMap
PIE:Error: Error Accessed None ‘K2Node_DynamicCast_AsCanvas_Panel_Slot’ from node Set Size in graph ‘SetZoom’ in blueprint MiniMap
PIE:Error: Error Accessed None ‘CallFunc_GetDynamicMaterial_ReturnValue’ from node Set Vector Parameter Value in graph ‘MoveMask’ in blueprint MiniMap
PIE:Error: Error Accessed None ‘CallFunc_GetDynamicMaterial_ReturnValue’ from node Set Scalar Parameter Value in graph ‘MoveMask’ in blueprint MiniMap
PIE:Error: Error Accessed None ‘CallFunc_GetDynamicMaterial_ReturnValue’ from node Set Scalar Parameter Value in graph ‘Rotate’ in blueprint MiniMap
PIE:Error: Error Accessed None ‘K2Node_DynamicCast_AsCanvas_Panel_Slot’ from node Set Size in graph ‘SetZoom’ in blueprint MiniMap
PIE:Error: Error Accessed None ‘CallFunc_GetDynamicMaterial_ReturnValue’ from node Set Vector Parameter Value in graph ‘MoveMask’ in blueprint MiniMap
PIE:Error: Error Accessed None ‘CallFunc_GetDynamicMaterial_ReturnValue’ from node Set Scalar Parameter Value in graph ‘MoveMask’ in blueprint MiniMap
It’s not consistent, however. It doesn’t happen when I’m playing single player… it only happens when I’m playing with more than 1 player. It seems to be saying that the ParentMiniMap is “none”, and all those errors I pasted above are directly after a reference to “WholeMap”…
And sometimes I’m randomly getting an error in the MiniMap blueprint: “Error: Whole Map of type Move Panel Reference doesn’t match the property Whole Map of type REINST Move Panel C 52 Reference”.
I’m really confused - and I can’t tell if this is the minimap, or if Unreal Engine is being strange. If you have seen this before, or can provide any insight, I’d really appreciate it.
Hi Glen, I answered your PM about the problem. Seems to be really strange! In general, it does not matter whether you send me a PM or post here, I get an instant notification for both, so one of them is enough
If you can add me on Skype I will try to find the cause for this as soon as possible
Thanks for making this! I just bought it, looking forward to implementing it.
Awesome
Hi
I’m just posting here to see if someone is facing the same problem!
Someone, here has a method able to change automatically the schematic background image in the mini-map during a level transition (during a transitioning to a new DLC or Map)? The situation: The same image (image in the first map) is the same in all maps, since the ‘MapRender Material Instance’ works globally in the mini-map for all Maps.
I’m sending a P.M.
:B
Hey ,
I have answered your PM. It’s really easy to do with using a dynamic material instance, but I should probably make it a bit more simple to do for people who never used dynamic material instances.
Cheers!
Thanks! It’s working perfectly!!!
Now is possible to change the image in minimap, at runtime, when I teleport to another level.
This may to answer also many users here needing a minimap working in an environment with multiple floors or levels. For example, the player is moving from one city or land to an underground network, sewers or dungeons.
I created a texture type variable exposed within the CaptureCam. Finally calling it in the event graph within the MovePanel like you have showed. And the minimap’s image changes perfectly at runtime. Below is a blueprint image.
B
Hey Epic has finally updated the minimap to 4.10, I sent them the update almost 2 weeks ago. You can use the 4.9 version without any problems in 4.10 though, so you don’t really need to get the update.