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Getting Started

Enable Objective Waypoint System in Edit → Plugins, ensure your level has a built nav mesh, then add Waypoint Component to your player.

  1. Open your Character or Pawn Blueprint.
  2. Add Component → Waypoint Component.
  3. Configure Navigation Mode, Mesh Distance, and Tick Method in Details.
  4. Call Find Path to Actor or Find Path to Location from quest / input logic.

Component screenshot

flowchart LR
  Enable[Enable plugin] --> Add[Add Waypoint Component]
  Add --> Nav[Build nav mesh]
  Nav --> Call[Find Path to Actor]

Build.cs:

PrivateDependencyModuleNames.AddRange(new string[] { "ObjectiveWaypointSystem" });

Header:

#include "WaypointComponent.h"
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
TObjectPtr<UWaypointComponent> WaypointComponent;

Constructor:

WaypointComponent = CreateDefaultSubobject<UWaypointComponent>(TEXT("WaypointComponent"));

Example call:

WaypointComponent->FindPathToActor(QuestTarget);
// or
WaypointComponent->FindPathToLocation(MinimapWorldPoint);

Function screenshot

Input Action "FindObjective"
→ Get Waypoint Component
→ Find Path to Actor (ObjectiveActor)
PropertyStarting valueNotes
Navigation ModeSpawnOr Spline for ground trail
Spawn Type MethodInstancedBest performance; use Actor for per-marker Blueprints
Mesh Distance250Spacing between markers
Tick MethodTimeSet Tick Time 0.5 to refresh moving targets