Try the demo
This walkthrough uses the shipped Overview map and ThirdPersonCharacter integration without migrating any assets.
Path to a level objective with F, path to a minimap location with a click, and observe how BP_WaypointComponent renders the trail.
Demo flow
Section titled “Demo flow”sequenceDiagram participant You participant Char as ThirdPersonCharacter participant WC as BP_WaypointComponent participant HUD as WBP_PlayerHUD participant Mini as WBP_MinimapWidget You->>Char: Press F Char->>Char: Resolve ObjectiveActor Char->>WC: Find Path to Actor WC->>WC: Spawn BP_WaypointActor chain Char->>HUD: ToggleObjectiveVisibility(true) You->>Mini: Click minimap Mini->>Char: ObjectiveLocation set Char->>WC: Find Path to Location
1. Launch
Section titled “1. Launch”- Open the Objective Waypoint System FAB project.
- Load Content/ObjectiveWaypointSystem/Map/Overview.
- Press Play.
Confirm your pawn is ThirdPersonCharacter (default game mode in the demo project).
2. Path to objective (actor mode)
Section titled “2. Path to objective (actor mode)”- Press F.
- ThirdPersonCharacter → Find Path to Actor runs:
- If Objective Actor is unset, Get All Actors of Class (BP_ObjectiveActor) picks the first marker in the level.
- Sets bIsFindingPathToActor =
true. - Calls BP_WaypointComponent → Find Path to Actor with the objective and the pawn’s Spline component.
- Watch BP_WaypointActor arrows appear along the nav mesh path (Nav Mode = Spawn, Mesh Distance =
250).
3. Path to location (minimap)
Section titled “3. Path to location (minimap)”- Open the minimap on WBP_PlayerHUD.
- Click a point on WBP_MinimapWidget.
- Minimap Location To World Location converts the click to Objective Location.
- Find Path to Location runs with bIsFindingPathToActor =
false. - The waypoint trail re-targets to the clicked world position.
4. Inspect the component
Section titled “4. Inspect the component”While playing, select your pawn in the outliner and expand BP_WaypointComponent:
| Runtime field | Meaning |
|---|---|
| Goal Actor | Set during actor pathfinding |
| Goal Location | Set during location pathfinding |
| Spawned Meshes | Active BP_WaypointActor instances |
| Enable Waypoint | Master toggle |
Stop PIE and open BP_WaypointComponent class defaults to see shipped tuning values documented in the Blueprint reference.
5. Compare with your game
Section titled “5. Compare with your game”The demo adds HUD and minimap behaviour you may not need. Minimum integration in your project:
- BP_WaypointComponent on your pawn.
- One call to Find Path to Actor or Find Path to Location from your quest or input logic.
See Find path to an actor to strip the demo down to essentials.
Troubleshooting
Section titled “Troubleshooting”| Issue | Fix |
|---|---|
| No arrows appear | Rebuild navigation; verify Enable Waypoint = true |
| Path stops early | Target unreachable on nav mesh — move objective or add nav modifiers |
| F does nothing | Objective Actor invalid and no BP_ObjectiveActor in level |
| Arrows float / clip | Expected on steep slopes before v1.8; v1.8+ rotates to surface normal |