Customize waypoint visuals
Customize how the path looks in Spawn mode by editing BP_WaypointActor, mesh assets, and component spacing. Spline mode visuals are driven by the spline mesh you register through BPI_Waypoint.
Spawn mode art pipeline
Section titled “Spawn mode art pipeline”flowchart LR WC[BP_WaypointComponent] -->|spawns| WA[BP_WaypointActor] WA --> SM[Static Mesh Component] SM --> Mesh[SM_Waypoint_Arrow] SM --> Mat[M_Waypoint] WC -->|Mesh Distance| Spacing[Marker spacing] WC -->|Max Number Of Meshes| Cap[Actor cap]
Example 1 — child Blueprint with custom mesh
Section titled “Example 1 — child Blueprint with custom mesh”- Duplicate BP_WaypointActor → BP_WaypointActor_Glow.
- On the Static Mesh component, assign your mesh (keep arrow facing +X forward along the path).
- Override M_Waypoint or assign a new material instance.
- On BP_WaypointComponent, change the spawned actor class if exposed in your migrated version, or replace the mesh reference inside Internal_PathFinding_SpawnMode (same pattern as shipped BP_WaypointActor defaults).
v1.8 rotates markers to the surface normal — custom meshes should have their pivot at the base for best ground alignment.
Example 2 — spacing presets
Section titled “Example 2 — spacing presets”Tune on BP_WaypointComponent → Class Defaults (Nav Mode = Spawn):
| Look | Mesh Distance | Max Number Of Meshes | Result |
|---|---|---|---|
| Tight dots | 120 | 50 | Frequent small arrows |
| Shipped | 250 | 60 | FAB default |
| Sparse | 450 | 20 | Long-range breadcrumb |
After changing spacing, call Find Path to Actor again in PIE to rebuild Spawned Meshes.
Example 3 — debug labels
Section titled “Example 3 — debug labels”Enable during tuning:
| Property | Value |
|---|---|
| Draw Debug Strings | true |
Shows spawned actor names in-world (Spawn mode only). Turn off for shipping builds.
Example 4 — objective billboard
Section titled “Example 4 — objective billboard”BP_ObjectiveActor uses Material Billboard + T_Objective for the world marker (separate from the path trail):
- Open BP_ObjectiveActor.
- Swap T_Objective or replace the billboard material.
- Adjust Sphere Component radius for interaction range.
Path arrows (BP_WaypointActor) and the objective billboard are independent systems — customize each for clarity.
Example 5 — hide trail temporarily
Section titled “Example 5 — hide trail temporarily”Runtime toggle without destroying the path logic:
BP_WaypointComponent → Set Enable Waypoint (false)| Value | Effect |
|---|---|
false | Stops rendering / updates |
true | Resumes on next Find Path call |
Pair with UI (e.g. “Hide trail”) in your HUD.
Spline mode visuals
Section titled “Spline mode visuals”For SplineMesh mode, art lives in the mesh you pass through Add Waypoint Spline Component:
- Implement BPI_Waypoint on your pawn (see Switch navigation modes).
- In Add Waypoint Spline Component, set the Static Mesh on each Spline Mesh Component (demo uses a tube/arrow mesh scaled along the segment).
- Call Remove Spline Meshes before rebuilding to avoid leaks.
Study ThirdPersonCharacter → Add Waypoint Spline Component for the shipped mesh and scale values.
Performance tips
Section titled “Performance tips”| Technique | Why |
|---|---|
| Cap Max Number Of Meshes | Limits actor count on long paths |
| Increase Mesh Distance | Fewer spawns, same readability at distance |
Tick Time = 0 for static goals | Avoids redundant nav queries |
| Pool via Refresh Cached Actors | Shipped component reuses actors instead of respawning every frame |