Map Helper
Documentation for BP_QuestMapPro_MapHelper
The Map Helper actor (BP_QuestMapPro_MapHelper) is a helper actor used by Quest Map Pro to determine the dimensions and origin of the world (used by calculations) as well as to capture images of the world that can either be used as-is for both the world map and mini map, or serve as a basis for art-based map creation. It is required for the map systems of Quest Map Pro and should be added to the map. It will be removed at runtime once all information has been retrieved from it, as to not impact runtime performance.
Helper Functions
The Map Helper actor has three helper functions that can be used in the editor to assist in working with the map systems.
Update Helper Actor
This helper function should be called in the editor after setting the North West and South East target point references and is used to calculate the total world size.
Capture Map Image
This function is used to capture the world in its entirety as one single image that can be used for the map when at zoom 1.0x, or exported to serve as a guide for art creation.
Capture Tiered Map Images
This function is used to capture multiple tiers of the world at different zoom levels, as defined by the Tiered Zoom Transitions array. Note that this function may cause the engine to freeze depending on the number of images needed, resolution of images, etc.
Implementation
The Map Helper actor should be added to your world before attempting to work with any of Quest Map Pro’s map systems at runtime as they all require this actor to be set up and configured. The actor will be removed as part of the initialization process of the Systems Manager.
Use of this actor itself can be separated into three distinct stages.
Capturing Map Images
There are two methods to capture map images. Both can be used to create engine-captures that can be utilized as map image data, or exported into art software (such as Photoshop, Krita, etc.) to create artistic map images. There are benefits and drawbacks to each method, and each is suited to different project styles. For more information on choosing the method, please see the Map Capture Methods section.
Video Tutorial on Tiered Zoom Levels:
Settings Overview
Configuration
World Size | Reference variable only. Displays the calculated total world size upon completion of the Update Helper Actor function. Should not be set manually. |
North West | Target point at point in the world considered the most North-Western location in the world. |
South East | Target point at point in the world considered the most South-Eastern location in the world. |
Map Capture
Render Target Resolution | Desired resolution for the generated helper image for making map artwork. Note that higher resolutions can cause some stutters in the editor during the capture process. Does not impact gameplay at all. Only relevant for single image capture using Capture Map Image - does not impact tiered zoom levels at all. |
Capture Location | Determines the directory that captures are saved to by default relative to the main Content folder. |
Capture Name | Determines the name of the capture. Multiple captures will have numbers affixed to them. Tiered zoom captures will have additional information pertaining to their tier included in the file name. |
Capture Height Offset | Determines the height above the landscape at which the capture occurs. Should reflect height above the highest point in your map that needs to be captured. Anything above this height will be clipped in the map capture. By default this value is relative to the actor location, but if an absolute height is desired, enable Height Offset is Absolute. |
Height Offset is Absolute | If enabled, the Capture Height Offset will be an absolute z level rather than a relative location above the helper actor's location. |
Enabled Tiered Zoom Transitions | If enabled, the map system will automatically transition between different resolution images using a grid-based layout of different zoomed segments of the map. |
Automatically Populate Textures for Map | If enabled, the array of images will automatically update to reflect new captured images. |
Tiered Zoom Transitions | Defines the settings for each tiered zoom of the map captures. See Tiered Zoom Levels for more information. |
Tiered Zoom Data | Data used to represent the zoomed tiers, including what zoom level causes a transition, what textures to use for that level and so on. See Tiered Zoom Levels for more information. |
Warning | Intended to be a warning about potential performance impact of the capture process. |
Fixes
These settings exist to assist with working around potential issues associated with using the Map Helper actor and capturing maps. For more information, see the Common Issues page of this documentation.
Apply Directional Lighting | If you are experiencing issues with your map captures coming out blank/entirely black, it is likely due to a conflict with another system. Applying directional lighting at the time of capture can in many cases fix this issue. This fix should resolve capture issues in scenarios where the map may not be well lit, as well as when using systems such as Ultra Dynamic Sky. |
Apply Material Fixes | If you are experiencing issues with objects in your scene not being captured, this fix can be used to apply a temporary material to said objects just for the capture. Once the capture is complete, the original material will be reapplied. This fix should resolve capture issues with Riverology and Oceanology, but may be useful in other scenarios. |
Actors to Fix | A list of actors in your scene that you wish to apply a material fix to for capture, as well as the material to use for each actor. |
Classes to Fix | A list of actor classes in your scene that you wish to apply a material fix to for capture, as well as the material to use for each actor. Please note that actors listed in ActorsToFix will override instances of actors found using this list. |
Post Processing
Enable Post Process Materials | If enabled, the post processing material defined by PostProcessMaterials will be applied to the capture. |
Post Processing Materials | A list of post processing materials to apply to the capture. |
Map Capture Methods
Quest Map Pro includes two different support versions for map capture and display. Each method has strengths and drawbacks that should be considered when deciding which to use. Some projects will be particularly suited to one method over the other.
Single Map Image
Using a single map image is the simplest method for both capturing and displaying the world. It uses a single capture (or art-piece) of the world to portray the entire map. This can be achieved by following the steps outlined in Capturing a Single Map Image and ensuring that Enable Tiered Zoom Transitions is set to false. Once a capture has been created, it can be used as is, or exported and edited or used as a guide to create artwork. The final image to be used must be set as the Map Image under Map Controls in the Map System component.
Strengths of using a single map image:
Very simple implementation
Low art budget
Only one image is required, cutting down the work required by artists
Minimal variance runtime impact on performance
As only one image is required, and that image is of a fixed resolution, its very easy to account for this image
One texture per map/level
Drawbacks of using a single map image:
Fixed resolution and visual quality
As only one image is used, the map image will appear quite low quality when zoomed in significantly
Potentially larger impact on performance than tiered zoom levels
To mitigate low visual quality, a very high resolution image can be used, but this can end up using more video memory than a tiered zoom approach of similar or greater visual quality
The best use cases for a single map image is in games with a small world, when using Quest Map Pro in a game with multiple levels that are displayed as maps on their own, or when providing the player a world map that they can not zoom in much. In other instances, a tiered zoom approach will often provide a superior visual experience at a lower performance cost.
Tiered Zoom Levels
The tiered zoom level approach to map captures creates a series of map images that are segmented and displayed in grids as a singular map. As the player pans the map, the segments required are dynamically loaded in, ensuring that a much higher visual quality (than a single image) can be achieved while minimizing, or in some cases lowering, the impact on runtime performance. This can be achieved by following the steps outlined in Capturing Images for Tiered Zoom Levels and ensuring that Enable Tiered Zoom Transitions is set to true. It is recommended to ensure that Automatically Populate Textures for Map is set to true to automatically update the Tiered Zoom Data with the newly captured images. Once captured, these images can be used as is or exported and edited or used as guides to create artwork.
Strengths of using tiered zoom levels:
Much higher visual quality can be achieved
As the images are loaded in based on the current zoom level, higher quality images can continuously be loaded as required, ensuring that even at incredibly high zoom levels, the map being displayed is of high quality
Potentially lower overall performance impact than a single map image
Due to the dynamic loading of images, a lower resolution can be used at any point, potentially lowering the amount of VRAM required than that of a single image while maintaining the same level of detail
Very well suited to mini map usage
Drawbacks of using tiered zoom levels:
Higher art budget
As multiple files are required at higher levels of quality, it will require more time and effort to create an art-based map than a single image
Runtime performance variance
As the player can be given control over map panning, directly influencing how many images are loaded, there is a potential for some variance in how much video memory is being used at once
Multiple, potentially many, textures per map/level
Tiered Zoom Levels are very well suited to large game worlds, projects requiring high quality mini maps or any project where the player is able to zoom into the map at any high level. In most cases, tiered zoom levels are superior to single map images.
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