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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]
  1. Remove BP_WaypointComponent from your pawn.
  2. Add Waypoint Component (C++).
  3. Re-wire Find Path to Actor / Find Path to Location — function names match.
Blueprint (BP_WaypointComponent)C++ (UWaypointComponent)
Nav Filter ClassFilter By Class
Tick TimeTick Time (+ Tick Method = Time)
Nav Mode → SpawnNavigation Mode → Spawn
Nav Mode → SplineMeshNavigation Mode → Spline
Max Number Of MeshesMax Number Of Meshes (Actor spawn)
Mesh DistanceMesh Distance
Enable WaypointDeactivate component / stop calling find
(no direct equivalent)Spawn Type Method → Instanced (new in C++)
BlueprintC++
Implement BPI_WaypointOverride On Path Finding Spline
Add Waypoint Spline ComponentPush to Spline Mesh Components or return true from event
Pawn Spline Component pin on findSet Spline Component

Keep using ObjectiveWaypointSystem/Meshes/SM_Waypoint_Arrow and materials — shared plugin content folder.