Version 2 (V2) — Easy Mini Map
Easy Mini Map has been updated to new version (V2) this version now completely eliminates the use of sprites, realtime capture making it now, fully optimized for open world levels.
What’s new?
- Removed sprites and realtime capture. The system now runs without sprites/realtime capture, making it more efficient and better suited for open‑world levels.
- World map in any widget. You can add the world map to any widget, not just fullscreen. Untick “Fullscreen” and add the returned “Widget” output as a child of your desired container.
- Player controller readiness. Added a recursive delay to acquire the player controller. The map waits for your player to spawn, and swapping player pawns at runtime no longer causes issues.
- Custom controls support. You can disable default inputs and drive panning/zooming yourself by calling PanWorldMap and ZoomWorldMap from any Blueprint.
- Multiplayer friendly. Call AddMapIcon from a server multicast to add icons across all clients. Any function can be invoked via multicast for client-wide effects, or called normally on a specific player to affect only that player.
- Optional locks. You can lock pan and zoom on the world map if needed.
- Runtime visibility. Minimap visibility can be changed at runtime.
- Automatic capture mode. “Automatic” mode can capture the map texture at startup with no extra setup. Alternatively, assign a custom texture manually on BP_Map.
Update guide (from V1 to V2)
- Clean install recommended. Because sprites were removed and the structure changed, first delete the existing “EasyMiniMap” from your project’s Plugins. Also remove the old engine‑level copy via the launcher, then install the plugin again from your Fab library or the launcher.
- Range box size. After opening your level, BP_Map’s range box scale may look different. Use the Size and Height variables to cover your level. (Do not adjust the actor’s individual component scales independently).
- Deprecated function replacement. If you use ‘SetMapIcon(In Range)’, you may see a “This function has been deprecated” message. It may still work in-editor by resolving the original Texture2D from your sprite, but it can fail in packaged builds. Replace ‘SetMapIcon(In Range)’ with ‘ChangeMapIconTexture’ to ensure reliable behavior.
- Read the docs. For all added/adjusted behaviors and notes, see the documentation page.