Migrate from Blueprints
If you started with the Blueprint FAB package and move to the C++ plugin, swap the component class and align property names.
flowchart LR BP[BP_WaypointComponent] -->|Replace| CPP[UWaypointComponent] BPA[BP_WaypointActor] -->|Replace| WA[AWaypointActor or Instanced] BPI[BPI_Waypoint] -->|Replace| Event[On Path Finding Spline]
Component swap
Section titled “Component swap”- Remove BP_WaypointComponent from your pawn.
- Add Waypoint Component (C++).
- Re-wire Find Path to Actor / Find Path to Location — function names match.
Property mapping
Section titled “Property mapping”| Blueprint (BP_WaypointComponent) | C++ (UWaypointComponent) |
|---|---|
| Nav Filter Class | Filter By Class |
| Tick Time | Tick Time (+ Tick Method = Time) |
| Nav Mode → Spawn | Navigation Mode → Spawn |
| Nav Mode → SplineMesh | Navigation Mode → Spline |
| Max Number Of Meshes | Max Number Of Meshes (Actor spawn) |
| Mesh Distance | Mesh Distance |
| Enable Waypoint | Deactivate component / stop calling find |
| (no direct equivalent) | Spawn Type Method → Instanced (new in C++) |
Spline mode migration
Section titled “Spline mode migration”| Blueprint | C++ |
|---|---|
| Implement BPI_Waypoint | Override On Path Finding Spline |
| Add Waypoint Spline Component | Push to Spline Mesh Components or return true from event |
| Pawn Spline Component pin on find | Set Spline Component |
Content
Section titled “Content”Keep using ObjectiveWaypointSystem/Meshes/SM_Waypoint_Arrow and materials — shared plugin content folder.