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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.

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”
  1. Duplicate BP_WaypointActorBP_WaypointActor_Glow.
  2. On the Static Mesh component, assign your mesh (keep arrow facing +X forward along the path).
  3. Override M_Waypoint or assign a new material instance.
  4. 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.

Tune on BP_WaypointComponent → Class Defaults (Nav Mode = Spawn):

LookMesh DistanceMax Number Of MeshesResult
Tight dots12050Frequent small arrows
Shipped25060FAB default
Sparse45020Long-range breadcrumb

After changing spacing, call Find Path to Actor again in PIE to rebuild Spawned Meshes.

Enable during tuning:

PropertyValue
Draw Debug Stringstrue

Shows spawned actor names in-world (Spawn mode only). Turn off for shipping builds.

BP_ObjectiveActor uses Material Billboard + T_Objective for the world marker (separate from the path trail):

  1. Open BP_ObjectiveActor.
  2. Swap T_Objective or replace the billboard material.
  3. Adjust Sphere Component radius for interaction range.

Path arrows (BP_WaypointActor) and the objective billboard are independent systems — customize each for clarity.

Runtime toggle without destroying the path logic:

BP_WaypointComponent → Set Enable Waypoint (false)
ValueEffect
falseStops rendering / updates
trueResumes on next Find Path call

Pair with UI (e.g. “Hide trail”) in your HUD.

For SplineMesh mode, art lives in the mesh you pass through Add Waypoint Spline Component:

  1. Implement BPI_Waypoint on your pawn (see Switch navigation modes).
  2. In Add Waypoint Spline Component, set the Static Mesh on each Spline Mesh Component (demo uses a tube/arrow mesh scaled along the segment).
  3. Call Remove Spline Meshes before rebuilding to avoid leaks.

Study ThirdPersonCharacter → Add Waypoint Spline Component for the shipped mesh and scale values.

TechniqueWhy
Cap Max Number Of MeshesLimits actor count on long paths
Increase Mesh DistanceFewer spawns, same readability at distance
Tick Time = 0 for static goalsAvoids redundant nav queries
Pool via Refresh Cached ActorsShipped component reuses actors instead of respawning every frame