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Objective Waypoint System (Blueprints)

Objective Waypoint System (Blueprints) is a migrate-in asset package that draws the shortest navigable path from your player to a target actor or world location. Add BP_WaypointComponent to your pawn, call Find Path to Actor or Find Path to Location, and choose between spawned arrow markers or a spline mesh trail.

The FAB project ships a third-person demo (Overview map) with minimap, objective marker, and keyboard-driven pathfinding examples under Content/ObjectiveWaypointSystem/.

flowchart TB
  subgraph pawn [Player pawn]
    WC[BP_WaypointComponent]
    Spline[SplineComponent on pawn]
  end
  subgraph targets [World]
    OA[BP_ObjectiveActor]
    Nav[Nav Mesh]
  end
  subgraph visuals [Path visuals]
    WA[BP_WaypointActor spawned markers]
    SM[SplineMesh segments]
  end
  WC -->|Find Path to Actor| OA
  WC -->|Find Path to Location| Nav
  Nav --> WC
  WC -->|ENavMode Spawn| WA
  WC -->|ENavMode SplineMesh| SM
  Spline --> WC
  HUD[WBP_PlayerHUD] --> OA
  Mini[WBP_MinimapWidget] --> WC
AreaPathPurpose
Demo mapMap/OverviewPlayable third-person level with sample objectives
Waypoint componentBlueprints/BP_WaypointComponentNav path query + spawn/spline rendering — migrate this asset
Waypoint actorBlueprints/BP_WaypointActorArrow mesh placed along the path (Spawn mode)
Objective actorBlueprints/BP_ObjectiveActorBillboard objective marker in the level
InterfaceBlueprints/BPI_WaypointSpline mesh hooks for pawns that implement the interface
Navigation mode enumBlueprints/Misc/ENavModeSpawn vs SplineMesh
Example characterThirdPersonBP/Blueprints/ThirdPersonCharacterReference integration with input and HUD
Player HUDBlueprints/Misc/WBP_PlayerHUDObjective visibility toggle + minimap host
Minimap widgetBlueprints/Minimap/WBP_MinimapWidgetClick-to-set location pathfinding
Arrow mesh / materialMeshes/SM_Waypoint_Arrow, Materials/M_WaypointDefault waypoint visuals
Guided tutorialObjectiveWaypointTutorialIn-editor walkthrough asset
sequenceDiagram
  participant Game as Your game logic
  participant WC as BP_WaypointComponent
  participant Nav as NavigationSystem
  participant Vis as Waypoint visuals
  Game->>WC: Find Path to Actor / Location
  WC->>WC: Internal_StartPathFinding
  alt Goal actor set
    WC->>WC: Internal_StartFindingPathToActor
  else Location only
    WC->>WC: Internal_StartFindingPathToLocation
  end
  WC->>Nav: Project path to nav mesh
  alt NavMode Spawn
    WC->>Vis: Internal_PathFinding_SpawnMode
    Vis-->>WC: BP_WaypointActor chain
  else NavMode SplineMesh
    WC->>Vis: Internal_PathFinding_SplineMode
    Vis-->>WC: SplineMesh components
  end
  WC->>Vis: RefreshCachedActors / UpdateLocation
  1. Add component — attach BP_WaypointComponent to your player character or pawn.
  2. Configure — set Nav Mode, mesh spacing, and optional Tick Time for auto-refresh.
  3. Set target — pass an Actor or Vector location plus an optional Spline Component (used for spline mesh mode on the pawn).
  4. Render — the component queries the nav mesh and spawns markers or builds spline segments along the path.
  5. Update — when Tick Time > 0, pathfinding re-runs on a timer; otherwise call again when the target moves.

Values read from BP_WaypointComponent class defaults in the open FAB project (v1.8).

SettingDefaultNotes
Nav Filter ClassNoneRestrict pathfinding to a specific nav area class
Tick Time0Auto re-path every N seconds when > 0
Nav ModeSpawnAlternative: SplineMesh
Max Number Of Meshes60Cap for Spawn mode (0 = unlimited, not recommended)
Mesh Distance250World units between spawned markers
Draw Debug StringsfalseLabel spawned actors when enabled
Enable WaypointtrueMaster toggle via Set Enable Waypoint
PageDescription
Getting startedMigrate the component, add it to your pawn, first path call
OverviewStep-by-step integration and customization with examples
Blueprint referenceComponents, enums, functions, and interface
Video tutorialYouTube walkthrough for migration and setup