# Location Manager

The **Location Manager** actor (**BP\_QuestMapPro\_LocationManager**) is a helper actor used by Quest Map Pro to define the default state of landmarks for each player, as well as the appropriate navigation data for navigation trails. It should be added to the map, and upon successful run-time initialization, it will be destroyed once all relevant information has been collected.

## Helper Functions <a href="#h.n05as87xx2ep" id="h.n05as87xx2ep"></a>

The Location Manager has three helper functions that can be used in the editor to assist with setting up the data used during runtime.

### Collect All Landmarks <a href="#h.2baxli9wmoo5" id="h.2baxli9wmoo5"></a>

This function will collect a list of all landmark actors in the current map and will add them to the **Known Landmarks** array. This is a preferred alternative method for providing the player with all landmarks in various states over the “**Collect Landmarks at Startup**” setting in the [Map Manager](https://dapper-raptor.gitbook.io/quest-map-pro/systems/map-system) as it does not require additional tasks at runtime.

### Retrieve Custom List <a href="#h.5ljowdp5bhay" id="h.5ljowdp5bhay"></a>

This function essentially serves as an undo for the **Known Landmarks** array, providing a way to retrieve the last custom list in case a mistake has been made.

### Set All Known Landmarks State <a href="#h.2hjpndy87jjg" id="h.2hjpndy87jjg"></a>

This function is a one-click option for setting all landmarks in the **Known Landmarks** array to the **Default Landmark State**.

## Implementation <a href="#h.7yduyyzfyysv" id="h.7yduyyzfyysv"></a>

This helper actor should be added to your level and configured in the editor. It will be destroyed at begin play as part of the initialization of Quest Map Pro and will have no impact on performance at runtime beyond the initialization process. There should only be one instance of this actor per map. The location of this actor does not matter, though it should be somewhere easily accessible (either in the world or the world outliner) for future use/editing.

## Settings Overview <a href="#h.3agv0rfludp7" id="h.3agv0rfludp7"></a>

<figure><img src="https://lh4.googleusercontent.com/scgT-9Mem08rJvrhgVZl06h8rvOje4_bmjPVXXo0TxWFRvstI0boTHc7rFAwI3eyUwLE3bOLVr-Cblctgerv5gppEj4S3e8jl_8RDXjAssxt0tBjslpyS9dcRWopLE2xVn7nnRWQCIWXYn2CKc73Y5I" alt=""><figcaption></figcaption></figure>

### Landmarks <a href="#h.hc6j7c427hbm" id="h.hc6j7c427hbm"></a>

<table data-header-hidden><thead><tr><th width="260"></th><th></th></tr></thead><tbody><tr><td><strong>Default Landmark State</strong></td><td>Defines the state used when executing <a href="#h.2hjpndy87jjg">Set All Known Landmarks State</a> helper function.</td></tr><tr><td><strong>Known Landmarks</strong></td><td>Set of landmarks that should be added to the world map on startup, including their initial state. This should only be a list of landmarks that the player should be aware of, in some capacity, on startup. Landmarks not appearing in this list will still be discoverable and show up on the map through natural interactions with the player.</td></tr></tbody></table>

### Navigation <a href="#h.fjs76cddmryk" id="h.fjs76cddmryk"></a>

<table data-header-hidden><thead><tr><th width="263"></th><th></th></tr></thead><tbody><tr><td><strong>Navigation Data</strong></td><td>Determines what navigation data (recast mesh) is used for navigation trails. See <a href="../../systems/systems-manager#h.9mqvbwff4tzn">Navigation Trails</a> for more information.</td></tr></tbody></table>
