Discover the Power of Unreal Engine 5 MiniMap

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Discover the Power of Unreal Engine 5 MiniMap

Table of Contents

  1. Introduction
  2. Setting up the Project
  3. Creating the Mini Map Image
  4. Creating the Mini Map Widget
  5. Implementing Interactivity in the Mini Map
  6. Scaling and Positioning the Mini Map
  7. Creating the Material for the Mini Map
  8. Adding the Player Location and Rotation
  9. Moving the Mini Map Based on Player Location
  10. Rotating the Mini Map Based on Player Rotation
  11. Finalizing the Mini Map
  12. Conclusion

Introduction

In this article, we will discuss how to implement a mini map in a game using Unreal Engine. A mini map can be a useful visual tool for players to navigate and keep track of their surroundings. We will cover the step-by-step process of setting up the project, creating the mini map image, creating the mini map widget, implementing interactivity, scaling and positioning the mini map, creating the material, adding player location and rotation, moving and rotating the mini map based on player movement, and finalizing the mini map. So let's get started!

Setting up the Project

To begin, we need to Create a new project in Unreal Engine using the Third Person template. This template provides us with a character and a basic map to work with. Once the project is created, we can proceed to the next steps.

Creating the Mini Map Image

The first step in implementing the mini map is to create an image of the game map that will be displayed on the mini map. We can take a screenshot of the top view of the map and import it into a photo editing software, such as Photoshop. In Photoshop, we can crop the image to Show only the Relevant portion of the map that needs to be displayed on the mini map. Once the image is ready, we can save it and import it into our project.

Creating the Mini Map Widget

Next, we need to create a User Widget in Unreal Engine, which will serve as the UI for the mini map. We can name the widget "Minimap" and add an Image component to it. We can set the image to the mini map image that we imported earlier. We also need to set the anchor and alignment of the widget to the bottom left corner of the screen.

Implementing Interactivity in the Mini Map

To make the mini map interactive, we need to create a Material for it. The Material will allow us to dynamically change the portion of the mini map that is displayed based on the player's location. We can create a material using the mini map image texture and set its domain to user interface. We can then connect the final color of the material to the mini map image component in the widget.

Scaling and Positioning the Mini Map

To control the scaling and positioning of the mini map, we need to add two parameters to the Material: X Scale and Y Scale. We can promote these parameters to make them adjustable. We also need to calculate the scaling factors based on the size of the mini map image and the portion of the map that needs to be displayed. By multiplying the texture coordinate with the scaling factors, we can control the scale and position of the mini map.

Creating the Material for the Mini Map

In the Material, we need to set the dialing method to plan. This will allow us to reveal only a portion of the mini map based on the player's location. We can also add visual elements, such as a circle and a pointer, to indicate the player's position on the mini map.

Adding the Player Location and Rotation

To move the mini map based on the player's location, we need to access the player's location in the game and convert it into a value between 0 and 1. We can use this value to calculate the offset of the mini map and move it accordingly. Similarly, to rotate the mini map based on the player's rotation, we need to access the player's rotation and convert it into a value between 0 and 360. We can use this value to rotate the mini map.

Moving the Mini Map Based on Player Location

In the Tick event of the mini map widget, we can set the parameter for the player's location. By subtracting the player's location from the maximum value of the map and dividing it by the maximum value, we can calculate the offset in the y-axis for moving the mini map. We can also add an offset in the x-axis to fine-tune the positioning.

Rotating the Mini Map Based on Player Rotation

In the same Tick event, we can set the parameter for the player's rotation. By mapping the player's rotation from -180 to 180 to a value between 0 and 1, we can rotate the mini map accordingly. We need to take into account the center point of rotation and set the angle of rotation.

Finalizing the Mini Map

After implementing the movement and rotation of the mini map, we can fine-tune the scaling, positioning, and appearance of the mini map to make it visually appealing. We can also make any necessary adjustments based on the specific requirements of our game.

Conclusion

In this article, we have learned how to implement a mini map in Unreal Engine. We have covered the step-by-step process of setting up the project, creating the mini map image, creating the mini map widget, implementing interactivity, scaling and positioning the mini map, creating the material, adding player location and rotation, moving and rotating the mini map based on player movement, and finalizing the mini map. By following these steps, we can create a functional and visually pleasing mini map for our game.

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