Another thing you can do for the player being seen on the minimap: So, just like what we did for the player indicator: Go to Rendering > Advanced. Instead of checking "Owner No See" check "Only Owner See". That way the player can see themselves, but the camera attached to the spring can not.
awesome video as always! the thing i love most about your vids is you show us how to do the bare minimum we need, allowing for all sorts of customization or edits
Unreal engine is actually much simpler when you start to make things with it. I have been using Unity for a long time too, and I have to say that UE is much more powerful in my experience
great tutorial, i followed it to the letter and i got it just like the video but in my case it is not an open field, my game takes place in an indoor space with a ceiling and i need to see the internal layout. Is there a way to cut the ceiling for the minimap view?
Very nice tutorial ! I love it thanks ! But one question, how do you make de "background" of the 3D world that is black and doesn't have texture to actually have one ? Because when I am close to the edges of my map, there is a black background with the message "Your scene contains a skydome mesh with a sky material but it does not cover that part of the screen" thanks !
When you jump around with the player it still shows the shadow on the minimap of the player mesh. Has anyone figured out how to make it so just the cursor and no the player itself is rending on the minimap? Great tutorial as well! Thank you
In the Character Blueprint, select the character mesh component, go to the details panel and find the Rendering tab >>> Advanced tab >>> Enable 'Only Owner See', that way the character will not be visible in the Mini Map
Hello, I just wanted to ask how you learnt to do all the things. I was searching for someone online to teach me, but I was wondering how you got this good. Sorry if I made mistakes I am italian :(
I started with Unreal Engine 4 back in 2015 as a hobby and with tuorial. 2 years later I started in Unity and got a professor and made a few games including a comercial game etc until a year ago where I got back to UE. ANd from all that I learned through those 7 years well here I am!
I couldn't figure out how to make my player indicator sprite transparent. I was just a arrow with black background as a square. But thank you so much. I have a mini-map.
great video just one issue, if you enter a building with a roof the minimap icon disappears becasue it can be seen through the ceiling, any solutions? thanks
Maybe you neer to Check if something is under thr cam. If yes another camera which is inactive should be activated maybe nearer to thr Player. Just an idea.
In your TextureRender Material set the Blend Mode to Translucent. Add RadialGradientExpontenial to the Opacity Input. Make TexCoord to the UVs, Make Two Paramteres and set them to 0.5 with an Append to the CenterPosition. Another Param also 0.5 to Radius and the last Param with Value of 100 to Density. Create Material Instance and use this in your widget. Now the map is Circular :)
How can I highlight the target kn the minimap? I have some targets in my game where player need to shoot the target in order to win so i want to highlight the location of the targets that where they are located
Not sure about full underground and I have yet to try that, but at about 08:58 he sets the arrow to "Owner not see", which he uses to make the arrow visible for the minimap camera, but invisible for the player. But directly under that option there is a "ONLY owner see" option which I imagine could work with relatively simple indoor/underground maps where you would set the ceiling to "only owner see", thus making it visible for the player, but invisible for the minimap camera. Again, I have not tried that yet, I don't even know if static meshes have that option as well or if it is only for sprites, but in my mind that sounds like it might work. If it does: for multiple stories of indoor enviroment you might have to switch that on/off via script according to what level your player is on.
Try duplicating the materials on your obstructive objects like walls, and then clicking off the two sided option within the duplicated materials. Then apply the duplicated materials to your objects that you want the camera to see through.
thanks and I`m glad that you are learning!! Yeah absolutely i will note it down. Any especial similar games in mind, like super mario, need for speed etc?
Is there a way to hide the players shadow on only this camera? Note: I turned off dynamic shadows on the mini map camera and it took away all shadows on that 1 camera view. it looks nicer and give better performance too.
Could you do a tutorial on map waypoints? Like if I put a sprite over an object, it will show up on the map, but how do I make it to where the sprite will be on the edge of the minimap until I get close enough? Thanks :)
I have 2 camera’s attached to my pawn, with 2 different spring arms. First one is main camera, second one is “SceneCaptureComponent2D” for Radar Camera. I want to see my enemies paper sprite components from the radar camera but not from the main camera. Is it possible with using blueprint only? How can i make the logic? Both cameras should work at the same time. Thanks for any help…
Amazing tutorial ! I'm having a slight issue where my game starts with a cinematic camera animation over the player and that camera can see the sprite icon. The other camera that I use for drone mode can see the sprite icon too. How do I make the sprite icon disappear in my other cameras?
Hi, Thank you for this video. I have a question, how to hide the indicator because I have other cameras in the levels and we see the indicator. "Hidden in game" cannot be used otherwise the indicator is no longer visible on the map. Do you have a solution please?
Thank you for sharing @@CyberiaWu ! I was trying to figure out how to hide other indicators in a multiplayer game (not sure if that's the same use case you were asking about). Your tip helped solve that! Thanks!
Yo! The minimap works perfectly for me. However, I'm having issues with the main menu itself. So when I start the game from the Main Menu, the minimap loads there as well. I'm a total novice so I don't exactly know what to do. Your help would be appreciated. UPDATE: I added the mini-map via the Level Blueprint. Doesn't seem to mess with my main menu anymore.
great to know that you managed to solve it. So I gues that you where spawning your character in the main menu level too? What i suggest is to create a new game mode and new empty character
When I do this in a First Person gametype, the sprite moves with the first person camera. Is there a solution to this to anchor the sprite to make it stay positioned above the player? Edit: I have fixed it, instead of having the sprite as a child to the mesh in 1st person, child it to the capsule. It works the same and there's no issues when looking!
the problem with this is that sprite does not work with raytrace. in my case I can not disable it. what would be a solution for that? I have tried with a widget instead, everything seems fine in editor, but in play mode the texture does not update. the arrow is stuck in the start position. Also in my case im not using a springarm, I have the camera projecting from high up in 000 coordinates.
my Minimap Became very dark in some places, i tried to mess with manual exposure settings in the MinimapCamera to give more brightness but it doesn't do anything.
you would need add the sprite into the enemies head and then just mark the spirte as "owner no see. This is the only workaround that doesnt involve custom render shaders
This is not a tutorial. This is a hack. You used such an inefficient way to achieve this and those learning from it will likely also mess up their projects as well. Please try to make more educational videos where you help devs with such aspects
just seeing this now and pretty sure u prob found a solution but if not, go into your pawn with the scenecapturecomponent and click the component. In the details search, type "flags" and uncheck all the unnecessary flags. Also make sure, the "capture every frame" option is unchecked.
Good that it's named "Simple Minimap". This way of implementing is really bad. You render everything 2 times so you're putting a heavy load on your graphics card.
it is named "Simple" because of the process itself of making it, actually optimizing it would imply making the tutorial much harder, which would still be a simple one
@@GorkaGames Not really. There are more way's of making a minimap system and they aren't hard to implement. Most advanced minimaps on RUclips are overcomplicated because some people don't know Unreal Engine good enough. And every simple minimaps tutorial is just a duplicate of another tutorial. They even don't add anything new to the other tutorials. That's just sad.
Hey! A minimap tutorial that actually works. Thank you.
Another thing you can do for the player being seen on the minimap:
So, just like what we did for the player indicator:
Go to Rendering > Advanced. Instead of checking "Owner No See" check "Only Owner See". That way the player can see themselves, but the camera attached to the spring can not.
Very useful feature and nice tutorial ^^ Your tutorials are exactly what I need
thank you!! Im glad that you find them useful!
Much appreciated - this filled in some blanks of what I was trying to do with a rear view mirror. :)
my pleasure!! great!
awesome video as always! the thing i love most about your vids is you show us how to do the bare minimum we need, allowing for all sorts of customization or edits
thank you man!! yeah exactly I always make my tutorials sraight to the point, and then each one can customize it and add what they like!
Genuinely helping me so much with my uni work, your videos help me so much! Thank you!
What about multiplayer mode? Will other players see that arrow sprite? If so how can we fix them?
So clear and easy to follow. Fantastic work bro!
😃😃 LETS GO.. Really gona need in future
😄💪
Gorka delivers as usual! P xx
Awesome, saw tons of these tutorials and all where a mess on youtube.
I`m glad that you find my one useful!!
What a clean tutorial ❤
Great video, particularly the portion regarding the sprites. Thank you!
Awesome video, brother. I dont know if you know this, but you are teaching future developers. 👏
Awesome, how would we do this with multiplayer?
I’ve been struggling with unreal. Currently using Game Creator 2 on Unity, but you make Unreal seem doable to me
Unreal engine is actually much simpler when you start to make things with it. I have been using Unity for a long time too, and I have to say that UE is much more powerful in my experience
Congrats on reaching 7k subs! 👍👍👍✨✨✨🎉🎉🎉
thank you so much!! 💪 I really appreciate it!!
great tutorial, i followed it to the letter and i got it just like the video but in my case it is not an open field, my game takes place in an indoor space with a ceiling and i need to see the internal layout. Is there a way to cut the ceiling for the minimap view?
Thanks!
Thank you so much!! I really appreciate it!! 🙏🙏
Awesome video! By the way can you make a vid where you click on the mini map and it opens to full screen. Thanks
Awesome video glad I could locate it.
thank you as always!!
Thanks! Do you know how to set it so that this widget wouldn't show up on the start menu? (start menu on different level)
Really strong! Thanks for the tutorial.
my pleasure man!!
nice vid super helpful
thank you!!
Easy, Thanks !
my pleasure!!
TAHT IS REALLY GOOD
thank you!!
How about a series of remastering a game with its missions
oh that would be cool actually! I will think about it, but it will demand a lot of time, but well see!
Very nice tutorial ! I love it thanks !
But one question, how do you make de "background" of the 3D world that is black and doesn't have texture to actually have one ? Because when I am close to the edges of my map, there is a black background with the message "Your scene contains a skydome mesh with a sky material but it does not cover that part of the screen"
thanks !
Is there a way to add 'markers' on mini map?
Thanks for the video 😍…… please make a course to teach c++ 😇
my pleasure!! yeah I actually got a very basic beginner guide: ruclips.net/video/HNfpKFER2hI/видео.html But if you want I will make more!
Thanks for the video 🤩 Can you make a tutorial about shooting and affecting enemies
yeah man! I actually have a tutorial where I cover this on! ruclips.net/video/FehFMdsi7aA/видео.html
Can you give an example of how to make name text in the maps section, floating text...
Greate Tutorial! That`s exactly what I need. Simple, Easy to Build by myself and well explained. Well Done!!
How to add icons and NPCs to show on our Minimap?
When you jump around with the player it still shows the shadow on the minimap of the player mesh. Has anyone figured out how to make it so just the cursor and no the player itself is rending on the minimap?
Great tutorial as well! Thank you
In the Character Blueprint, select the character mesh component, go to the details panel and find the Rendering tab >>> Advanced tab >>> Enable 'Only Owner See', that way the character will not be visible in the Mini Map
Hello, I just wanted to ask how you learnt to do all the things. I was searching for someone online to teach me, but I was wondering how you got this good.
Sorry if I made mistakes I am italian :(
I started with Unreal Engine 4 back in 2015 as a hobby and with tuorial. 2 years later I started in Unity and got a professor and made a few games including a comercial game etc until a year ago where I got back to UE. ANd from all that I learned through those 7 years well here I am!
I couldn't figure out how to make my player indicator sprite transparent. I was just a arrow with black background as a square. But thank you so much. I have a mini-map.
Nice man 👍
thanks!
Can you make work it in vehicle too? (Vehicle in and out tutorial what you make)
i'm interested in how to focus on owning player in a multiyplayer game scenario
your videos help me so much! Thank you can u do for big map in widget
great video just one issue, if you enter a building with a roof the minimap icon disappears becasue it can be seen through the ceiling, any solutions? thanks
Maybe you neer to Check if something is under thr cam. If yes another camera which is inactive should be activated maybe nearer to thr Player. Just an idea.
Amazing video thank you :D
One question? How could I make the mini map circular?
In your TextureRender Material set the Blend Mode to Translucent. Add RadialGradientExpontenial to the Opacity Input. Make TexCoord to the UVs, Make Two Paramteres and set them to 0.5 with an Append to the CenterPosition. Another Param also 0.5 to Radius and the last Param with Value of 100 to Density. Create Material Instance and use this in your widget. Now the map is Circular :)
Thanks you a lot , you did a good job, +1 follower
Edit - I was already following ^^
haha thank you so much man!!
Hello. how to automatically rotate minimap with person. For example: If character turns left after that mini map should turn left too. Pls help
You rock!
Nice video, P.S. when adding a sprite with Raytracing enabled will crash UE. :( no fix as yet
How can I highlight the target kn the minimap? I have some targets in my game where player need to shoot the target in order to win so i want to highlight the location of the targets that where they are located
Do you have any ideas for how we could do a minimap when underground? In this implementation the roof would obscure the camera
Not sure about full underground and I have yet to try that, but at about 08:58 he sets the arrow to "Owner not see", which he uses to make the arrow visible for the minimap camera, but invisible for the player. But directly under that option there is a "ONLY owner see" option which I imagine could work with relatively simple indoor/underground maps where you would set the ceiling to "only owner see", thus making it visible for the player, but invisible for the minimap camera.
Again, I have not tried that yet, I don't even know if static meshes have that option as well or if it is only for sprites, but in my mind that sounds like it might work. If it does: for multiple stories of indoor enviroment you might have to switch that on/off via script according to what level your player is on.
Try duplicating the materials on your obstructive objects like walls, and then clicking off the two sided option within the duplicated materials. Then apply the duplicated materials to your objects that you want the camera to see through.
Can you do pls a escape room tutorial I really need that for my school project
yeah absolutely, i will note it down
how do i make it round not square ?
Great thank you so much! The heigh of the spring arm seems to be capped at -70, do you know how to even get a higher view ?
I think you can only change by the Ortho Width of the camera itself, not the spring arm length
I love your tutorials and have learnt a lot from you. Can you please create a tutorial for a car racing game? 😄
thanks and I`m glad that you are learning!! Yeah absolutely i will note it down. Any especial similar games in mind, like super mario, need for speed etc?
@@GorkaGames Need for speed
Obrigado, Parabens
Hi great and simple tutorial i was wondering how can i add icons for enemies to show on the minimap?
Doesn't show up in packaged game for some reason.
WHen you select User Interface, the output doesn't have any nodes.
I am trying to do the same with a car game, but every time I go into the event graph, it is just empty. How can I fix that?
There is no user interface blend for the material in 5.4, what do i do now?
Does this work for multiplayer?
smart dude
How will it work for multiplayer?
Is there a way to hide the players shadow on only this camera? Note: I turned off dynamic shadows on the mini map camera and it took away all shadows on that 1 camera view. it looks nicer and give better performance too.
This still works in 5.4
@@stormrungaming thank you had the same probeblems
Hey when I go to chance the sprite material and search “sprite” nothing pops up what did I do wrong?
Did you convert your static mesh into a Sprite ? right click your static mesh and convert it.
Could you do a tutorial on map waypoints? Like if I put a sprite over an object, it will show up on the map, but how do I make it to where the sprite will be on the edge of the minimap until I get close enough? Thanks :)
Not like this
Is there a way to real time grab the entire open world map for fast travel?
I have 2 camera’s attached to my pawn, with 2 different spring arms. First one is main camera, second one is “SceneCaptureComponent2D” for Radar Camera. I want to see my enemies paper sprite components from the radar camera but not from the main camera. Is it possible with using blueprint only? How can i make the logic? Both cameras should work at the same time.
Thanks for any help…
Amazing tutorial ! I'm having a slight issue where my game starts with a cinematic camera animation over the player and that camera can see the sprite icon. The other camera that I use for drone mode can see the sprite icon too. How do I make the sprite icon disappear in my other cameras?
I have no idea why but my minimap is invisible. Things like sphere collisions will be displayed on it though. I am clueless!
How can i get the minimap to rotate with the owner camera ?
great
Easy solution, but performance is dead, scene will be rendered from two different cameras, fps gets divided by 2.
Hi,
Thank you for this video. I have a question, how to hide the indicator because I have other cameras in the levels and we see the indicator. "Hidden in game" cannot be used otherwise the indicator is no longer visible on the map. Do you have a solution please?
I found it, you have to check it out : "visible in scene capture only.
Thank you for sharing @@CyberiaWu ! I was trying to figure out how to hide other indicators in a multiplayer game (not sure if that's the same use case you were asking about). Your tip helped solve that! Thanks!
It's great if it unblocked you@@robert.lafferty
Yo! The minimap works perfectly for me.
However, I'm having issues with the main menu itself.
So when I start the game from the Main Menu, the minimap loads there as well.
I'm a total novice so I don't exactly know what to do.
Your help would be appreciated.
UPDATE: I added the mini-map via the Level Blueprint. Doesn't seem to mess with my main menu anymore.
great to know that you managed to solve it. So I gues that you where spawning your character in the main menu level too? What i suggest is to create a new game mode and new empty character
@@GorkaGames Yeah, I'll try to figure things out the more I work on Unreal, I'm really very inexperienced as of now.
When I do this in a First Person gametype, the sprite moves with the first person camera. Is there a solution to this to anchor the sprite to make it stay positioned above the player?
Edit: I have fixed it, instead of having the sprite as a child to the mesh in 1st person, child it to the capsule. It works the same and there's no issues when looking!
yeah try to re-parent the sprite by moving it outside of the camera and mesh components and just place it inside the capsule parent
@@GorkaGames haha I figured it out, I appreciate the help!
the problem with this is that sprite does not work with raytrace. in my case I can not disable it. what would be a solution for that? I have tried with a widget instead, everything seems fine in editor, but in play mode the texture does not update. the arrow is stuck in the start position. Also in my case im not using a springarm, I have the camera projecting from high up in 000 coordinates.
what is the sprite texture size? my ue5 keeps on crashing when I add the sprite image in the viewport
my Minimap Became very dark in some places, i tried to mess with manual exposure settings in the MinimapCamera to give more brightness but it doesn't do anything.
yeah.. depending on the scene it might get affected by lighting. I would suggest to create a simple post process material to the camera
@@GorkaGames i tried but it still didn't affect anything, not sure how it works. anyway, i fixed it by changing Capture Source to BaseColor In RGB.
Hello i am not sure how to implement the minimap while having the start menu on another menu. for me it isnt working and i do not see the mini map
If I try to apply this to enemies, what do I need to do to only show the enemy sprite in the minimap and not over the enemy's head?
you would need add the sprite into the enemies head and then just mark the spirte as "owner no see. This is the only workaround that doesnt involve custom render shaders
@@GorkaGames that was my initial thought, but it still appeared in the game.
do you have one for a world map like in a widget that would just show the whole map
Not sure why but this breaks when I build
Turn off the character in the second camera, you don't want to be rendering all that in so few fragments.
In 4:38, it's not work for me. How ? Thanks
This is not a tutorial. This is a hack. You used such an inefficient way to achieve this and those learning from it will likely also mess up their projects as well. Please try to make more educational videos where you help devs with such aspects
This solution is too much expensive for the performance. It literally cuts FPS in a half. I had 130, and now with minimap its 60-70 on an empty level.
@@TrippyPixels im using ssr, rtx is disabled
just seeing this now and pretty sure u prob found a solution but if not, go into your pawn with the scenecapturecomponent and click the component. In the details search, type "flags" and uncheck all the unnecessary flags. Also make sure, the "capture every frame" option is unchecked.
Good that it's named "Simple Minimap". This way of implementing is really bad. You render everything 2 times so you're putting a heavy load on your graphics card.
it is named "Simple" because of the process itself of making it, actually optimizing it would imply making the tutorial much harder, which would still be a simple one
@@GorkaGames Not really. There are more way's of making a minimap system and they aren't hard to implement. Most advanced minimaps on RUclips are overcomplicated because some people don't know Unreal Engine good enough. And every simple minimaps tutorial is just a duplicate of another tutorial. They even don't add anything new to the other tutorials. That's just sad.
first
😄😄