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Migrate into your project

Use this when you want waypoint pathfinding inside a project you already have, instead of extending the standalone FAB template.

flowchart LR
  FAB["FAB template project"] --> Migrate["Asset Actions → Migrate"]
  Migrate --> Target["Your project Content/"]
  Target --> Nav["Nav Mesh Bounds Volume"]
  Nav --> Component["Add BP_WaypointComponent to pawn"]
  Component --> Play["Find Path to Actor / Location"]

Assume your project lives at C:/Projects/MyGame/.

  1. Open the Objective Waypoint System FAB project.
  2. In Content Browser, navigate to ObjectiveWaypointSystem/Blueprints.
  3. Right-click BP_WaypointComponentAsset Actions → Migrate.
  4. Choose C:/Projects/MyGame/Content/ and confirm dependencies.

Migrate screenshot

The migrate dialog pulls dependencies automatically. Expect at least:

Content/ObjectiveWaypointSystem/
├── Blueprints/
│ ├── BP_WaypointComponent ← required
│ ├── BP_WaypointActor ← Spawn mode markers
│ ├── BPI_Waypoint ← SplineMesh mode interface
│ └── Misc/ENavMode
├── Meshes/SM_Waypoint_Arrow
├── Materials/M_Waypoint
└── Textures/ (if referenced)

Optional demo content (migrate separately if needed):

├── Blueprints/BP_ObjectiveActor
├── Blueprints/Misc/WBP_PlayerHUD
├── Blueprints/Minimap/
├── ThirdPersonBP/
└── Map/Overview
  1. Open your player Character Blueprint.
  2. Add Component → BP_WaypointComponent.
  3. Verify Class Defaults (see Getting started).

Component screenshot

Pathfinding requires a built nav mesh in your level:

StepAction
1Place Nav Mesh Bounds Volume covering playable space
2Press P in editor to visualize nav mesh (green)
3Ensure objectives sit on or near navigable areas

Without nav data, Find Path to Actor succeeds silently with no visuals.

Minimal Blueprint (no demo HUD):

[Your input or quest event]
→ Get BP_WaypointComponent (from self)
→ Find Path to Actor (Target Actor, None)

For world-position targets:

→ Find Path to Location (Vector, None)

See Find path to an actor for a complete wiring example.

ApproachSteps
Component onlyMigrate BP_WaypointComponent + deps; call from existing quest system
Copy demo characterMigrate ThirdPersonCharacter folder as reference; strip HUD later
Sub-levelKeep Map/Overview as a test sub-level while integrating
Spline modeImplement BPI_Waypoint on your pawn (tutorial)
CheckNotes
Navigation System enabledDefault in UE5
Nav Agent matches pawnHumanoid vs vehicle nav areas
Nav Filter ClassSet on component only if using custom nav areas

No special collision channels are required (unlike some other YetiTech templates).

IssueFix
Migrate missing meshesRe-run migrate from BP_WaypointComponent and accept all dependencies
No path visualsRebuild nav mesh; check Enable Waypoint
Path incompleteTarget off-mesh — add Nav Modifier Volume or move objective
Too many actorsLower cap with Max Number Of Meshes; increase Mesh Distance
Spline mode emptyImplement BPI_Waypoint on pawn; pass Spline Component

Full integration walkthrough: Video tutorial.