Preview:
youtu.be/K-1kpFTDVMcThe most comprehensive radar & mini-map system we could think of.
Main features:
- Customization: nearly anything can be tweaked. Designed for high-level programming due to an easy Blueprint API. No C++ required at any point.
- Scalability: intended for games where a 2D mini-map & radar are appropriate (supports side-scrollers). Can be easily used for levels with multiple floors, with a separate map representation for each. Custom overlaps feature integrates well with games using streaming levels.
- Precision: every map has a world representation to properly project actors & environment onto the radar.
- Power: all graphics is material based making the imagination the sole limitation of how the radar will look.
- Convenience: provides many out of the box features.
- Performance: written in C++ with performance in mind, maps serve to limit the amount of actors that need processing.
In-depth features:
- A map box is placed in a world and can be moved, rotated & scaled in any way to fit the actual map to the world.
- Actors with overlap events enabled & within a map box will be rendered according to a dynamic material that can be tweaked at any point.
- Schemes are used to customize how materials are rendered in relation to actors.
- The map can be zoomed in & out on one's digression which is not bound to any particular method like using the mouse wheel.
- An option to add arrows pointing to actors which will by default be drawn on the edges of the radar, but that behavior can be overridden.
- Deproject click & touch events onto the map plane which is derived from the map normal, its rotation & position.
- A number of often used materials & material functions are provided out of the box.