Configuration

Configuration variable documentation for the Systems Manager

Activate on Begin Play

If enabled, Quest Map Pro systems will activate on begin play. Should work under most scenarios.

Destroy Helper Actors

If enabled, both the map helper and location manager will be destroyed on startup. This is the ideal setup, as it ensures there is no chance of those actors interacting with anything in your scene. However, if you are working with a persistent world where the map is not reloaded on respawn, you will need to keep these actors around in some cases to allow Quest Map Pro to reinitialize.

Use Example UI

If enabled, the example UI included with Quest Map Pro will be spawned and added to the viewport. If disabled, Quest Map Pro will look for UI elements via blueprint interfaces in the Player Controller.

Character Helper Offset

Height offset used to control the z-axis of the character helper actor (which contains trigger volumes).

Discover Radius

Determines the distance from the player at which landmarks are “discovered”. Also controls the distance from the player at which waypoints are considered reached.

Landmark Activation Radius

Distance from the player at which landmarks are detected.

POI Activation Radius

Distance from the player at which POIs are detected.

Hidden Object Activation Radius

Distance from the player at which hidden objects are detected.

NPC Activation Radius

Distance from the player at which NPCs are detected.

Enable Fast Travel

If enabled, the player will be able to use the included fast travel system by clicking on waypoints within the world map (can also be called through other actions if desired).

Fast Travel Fade Time

Length of time (in seconds) it takes between starting a fast travel action and completing it.

Player Class

Parent class of all player characters used to determine if an overlapping actor is a player.

Max Reference Attempts

This setting is used to limit the number of attempts to initialize Quest Map Pro before alerting, via debug messages, that a failure occurred.

Disturbance Update Rate

The rate at which magnetic disturbances update. Higher values will give smoother updates at a theoretical cost to performance (likely to be negligible in most cases).

Dynamic Marker Update Rate

The rate at which dynamic markers update when ongoing updates are active. Higher values will give smoother updates at a theoretical cost to performance (likely to be negligible in most cases).

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