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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.

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. Open the Objective Waypoint System FAB project.
  2. Load Content/ObjectiveWaypointSystem/Map/Overview.
  3. Press Play.

Confirm your pawn is ThirdPersonCharacter (default game mode in the demo project).

  1. Press F.
  2. 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.
  3. Watch BP_WaypointActor arrows appear along the nav mesh path (Nav Mode = Spawn, Mesh Distance = 250).
  1. Open the minimap on WBP_PlayerHUD.
  2. Click a point on WBP_MinimapWidget.
  3. Minimap Location To World Location converts the click to Objective Location.
  4. Find Path to Location runs with bIsFindingPathToActor = false.
  5. The waypoint trail re-targets to the clicked world position.

While playing, select your pawn in the outliner and expand BP_WaypointComponent:

Runtime fieldMeaning
Goal ActorSet during actor pathfinding
Goal LocationSet during location pathfinding
Spawned MeshesActive BP_WaypointActor instances
Enable WaypointMaster toggle

Stop PIE and open BP_WaypointComponent class defaults to see shipped tuning values documented in the Blueprint reference.

The demo adds HUD and minimap behaviour you may not need. Minimum integration in your project:

  1. BP_WaypointComponent on your pawn.
  2. 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.

IssueFix
No arrows appearRebuild navigation; verify Enable Waypoint = true
Path stops earlyTarget unreachable on nav mesh — move objective or add nav modifiers
F does nothingObjective Actor invalid and no BP_ObjectiveActor in level
Arrows float / clipExpected on steep slopes before v1.8; v1.8+ rotates to surface normal