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Getting Started

Objective Waypoint System is a Blueprint asset package you migrate from the FAB project into your own Unreal Engine game. The only asset you must migrate is BP_WaypointComponent — it handles nav-mesh queries and waypoint rendering.

Preview:

  • A level with a built Nav Mesh Bounds Volume and generated navigation mesh.
  • A player Character or Pawn Blueprint where you can add components.
  1. Add Objective Waypoint System from FAB and open the project.
  2. In Content Browser, go to Content/ObjectiveWaypointSystem/Blueprints.
  3. Right-click BP_WaypointComponentAsset Actions → Migrate.
  4. Select your project’s Content folder and confirm dependencies (includes BP_WaypointActor, ENavMode, meshes, and materials).

Migrate screenshot

flowchart LR
  FAB[FAB project] --> Migrate[Migrate BP_WaypointComponent]
  Migrate --> YourProj[Your Content folder]
  YourProj --> Add[Add to player pawn]
  Add --> Call[Find Path to Actor / Location]
  1. Open your player character Blueprint.
  2. Add Component → search BP_WaypointComponent (or drag from Content Browser).
  3. Select the component and review Class Defaults:

Component screenshot

Details screenshot

PropertyDescription
Nav Filter ClassLimit pathfinding to a specific navigation query filter class. Default: None (all nav areas).
Tick TimeWhen > 0, pathfinding runs automatically every N seconds. Default: 0 (manual calls only).
Nav ModeSpawn — place BP_WaypointActor markers. SplineMesh — deform mesh segments along the path.
Max Number Of MeshesMaximum spawned markers in Spawn mode. Default: 60. 0 tries to fill the entire path (not recommended).
Mesh DistanceSpacing between markers in world units. Default: 250. Only applies in Spawn mode.
Draw Debug StringsShow debug labels on spawned actors. Default: false.

Once the component is on your pawn, your game logic decides when and where to navigate. Call one of the Blueprint events on BP_WaypointComponent:

EventInputsUse when
Find Path to ActorTarget Actor, optional Spline ComponentQuest objective, NPC, interactable
Find Path to LocationVector location, optional Spline ComponentMap ping, minimap click, custom marker

The shipped ThirdPersonCharacter wraps these calls with objective selection and HUD toggles — use it as a reference, not a required dependency.

Function screenshot

Example: press F to path to the current objective (from the demo project):

Function Trigger screenshot

sequenceDiagram
  participant Input as Input / quest logic
  participant Pawn as Your character
  participant WC as BP_WaypointComponent
  Input->>Pawn: Target actor or location ready
  Pawn->>WC: Find Path to Actor (Actor, Spline)
  WC->>WC: Query nav mesh + spawn visuals

Before migrating, press Play on Map/Overview in the FAB project:

Key / actionBehaviour
FFind path to Objective Actor (or first BP_ObjectiveActor in level)
Minimap clickFind path to clicked world location
MoveThird-person locomotion with camera

See Try the demo for a full walkthrough.

TaskGuide
Wire quest objectives to pathfindingFind path to an actor
Switch spawn arrows vs spline trailSwitch navigation modes
Custom arrow mesh or materialCustomize waypoint visuals
Move assets into your gameMigrate into your project
Property and function lookupBlueprint reference