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Objective Waypoint System (C++)

Objective Waypoint System (C++) adds UWaypointComponent — an actor component that queries the navigation mesh and visualizes the shortest path to an actor, scene component, or world location. Choose Spawn mode (instanced meshes or pooled AWaypointActor) or Spline mode (spline mesh segments).

Plugin content (meshes/materials) ships under ObjectiveWaypointSystem/. The Blueprint asset package is documented separately: Objective Waypoint System (Blueprints).

flowchart TB
  subgraph pawn [Player pawn]
    WC[UWaypointComponent]
    Spline[USplineComponent optional]
  end
  subgraph nav [Navigation]
    NavSys[Navigation System]
    Pool[UWaypointWorldSubsystem actor pool]
  end
  subgraph visuals [Path visuals]
    HISM[Instanced static meshes]
    WA[AWaypointActor]
    SM[SplineMeshComponents]
  end
  WC --> NavSys
  WC --> Pool
  WC -->|Spawn Instanced| HISM
  WC -->|Spawn Actor| WA
  WC -->|Spline| SM
  Spline --> WC
sequenceDiagram
  participant Game as Your game logic
  participant WC as UWaypointComponent
  participant Nav as NavigationSystem
  participant Vis as Visuals
  Game->>WC: FindPathToActor / Location / Component
  WC->>Nav: Project path
  alt NavigationMode Spawn
    alt SpawnTypeMethod Instanced
      WC->>Vis: Internal_CreateInstancedMeshes
    else SpawnTypeMethod Actor
      WC->>Vis: Internal_SpawnWaypointActors
    end
  else NavigationMode Spline
    WC->>Vis: Internal_PathFindingSpline
  end
  WC->>Game: K2_OnFinishPathFinding
TypeClassPurpose
ComponentUWaypointComponentPath query + visualization
ActorAWaypointActorSpawn-mode marker (subclassable)
PawnAWaypointPawnExample pawn with component
CharacterAWaypointCharacterExample character with component
SubsystemUWaypointWorldSubsystemActor pooling for spawn mode
ContentSM_Waypoint_Arrow, materialsDefault arrow mesh
PageDescription
Getting startedEnable plugin, add component, first path call
OverviewActor path, spawn vs spline, Blueprint parity
C++ referenceProperties, enums, events, classes