Unreal Engine 5: (Easy!) Mini-Map | Greg Wondra | Skillshare

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Unreal Engine 5: (Easy!) Mini-Map

teacher avatar Greg Wondra, Unreal Authorized Instructor

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Mini Map Promo / Primer

      1:02

    • 2.

      Mini Map Assets

      9:42

    • 3.

      Mini Map Widget Blueprint

      4:13

    • 4.

      Mini Map Display

      5:20

    • 5.

      Player & Enemy Icon Widget Blueprints

      4:43

    • 6.

      Player & Enemy Icon Display

      10:41

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About This Class

If you've ever wanted to add a SIMPLE Mini-Map to your gaming project but don't have any experience or know where to start, then this is the course for you!

Inside, long time game designer and educator Mr. Wondra walks you through the setup and implementation of a Mini-Map system that can be applied any gaming project.

In this class you'll learn:

  • How to Create & Setup an Unreal Engine Project

  • How to Import Assets into Unreal

  • How to Create Different Types Asset Types in Unreal
    • Material
    • Render Target
    • Widget Blueprints
  • How to Create and Display an in-game Mini-Map

  • How to Create and Display icons within a Mini-Map

Who is this class for?

In short, EVERYONE.  Students both young and old (12 - 70!) and from complete beginner to seasoned AAA gaming developers have taken and found immense value in this course.  Common students include:

  • Complete Beginners (never used Unreal before!)
  • Existing Unreal Developers (wanting to learn this setup)
  • Unity Converts
  • Educators (looking for game dev curriculum for their classes) 

Let's Go!

With the knowledge gained in these video lessons, you'll have the necessary know-how and skills to create, implement, and customize your OWN Mini-Map for your OWN gaming projects!  I can't wait to see what you create.

Meet Your Teacher

Teacher Profile Image

Greg Wondra

Unreal Authorized Instructor

Teacher

Hello! I'm Greg but most of my students know me as "Mr. Wondra." I'm an active game designer and Unreal Engine Authorized Instructor.

As a kid growing up in rural Wisconsin I dreamed of leaving the corn fields and cow pastures to one day become a video game designer. For 12 years I LIVED that dream! I've designed titles for 2K Sports, KingsIsle Entertainment, and Nickelodeon and have had rare lifetime opportunities such as directing LeBron James and Derek Jeter in motion capture sessions.

My design credits include:

- Wizard 101 (PC)

- Lost Planet 3 (360, PS3, PC)

- MonkeyQuest (PC)

- Sports Champions (PS3)

- Major League Baseball 2K5, 2K6, 2K7, 2K8 (various consoles)

- SpongeBob Moves In (Mobile)

- Grub ... See full profile

Level: Beginner

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Transcripts

1. Mini Map Promo / Primer: Welcome. In this beginner game development course, you'll learn how to create and display a mini-map in Unreal Engine five. No coating or Unreal Engine experience needed. Hi, my name is Greg sandra, a 12-year industry veteran who has been teaching game development using Unreal since 2016. By the end of this course, you'll have a highly customizable minimap. They can be implemented in just about any project type you can think of. First or third person racing top-down, you name it. This course is for everyone from the youngest Byron game designer to the season industry. We start from the very beginning, assuming you know nothing. But by the end of this course will serve as a valuable resource. You can reference time and again. So come on, join the thousands of satisfied students who have started their game development journey with me in this simple to follow and implement course. 2. Mini Map Assets: Alright, we're gonna get started here by creating a brand new project inside of the Epic Games launch or just so any newbies out there can follow along. Those of you that are veterans of the engine can feel free to add this to an existing project. Also, those of you that are veterans can feel free to jump ahead in this video to the point where you see that I've got the engine open for newbies out there in the Epic Games launcher, you're going to come under Unreal Engine library. You want to launch the latest version of the engine, which as of today is a 5.1. Clicking this Launch button, you will eventually be presented with a screen that looks like this. This is the Unreal Project Browser. We want to choose games along the left-hand side. Now we get to decide what type of template we would like. Now, truth be told you could really choose just about any of these. First and third person, our most common, I'm going to start off with a third-person. I'll add some first-person content. But this should work with top-down vehicle is well, pretty much any projects. So we're gonna go third-person blueprint. All these settings are just fine. I'm going to call my project name mini map and we will create you can also set a project location. Where do you want to save your project files? And wallah, here we are in Unreal Engine five. I am going to be using the third person map for this course. However, any map will do just fine. We're gonna get started here down in the Content Browser by creating a brand new folder because we're gonna be importing some acids here in just a second. So I'm going to right-click on my content folder. I'm going to create a brand new folder. I will call this a mini map. Press Enter. And inside of this empty folder, I've got some files here that I have downloaded. You should be able to find these downloaded acids attached to the course. There's just three of them. I'm going to extract this folder right here. Yes, we will extract it right there. And the three files that we're gonna be looking to import our three PNG files. So to import these, I'm simply going to select them. Select, I'm going to hold down Shift select to select them all. And I'm going to drag and drop them from File Explorer down here into my Content Browser folder. Wallah, there they are. Import is done. Now this one is looking a little ugly here. So those of you that have some ADD, whatever, it's really driving me crazy, you can click on this, change the texture group here to be UI. Save that out. And suddenly everything will be better. Alright, let's go ahead and save these. All right away, save them. We will be using those assets in a little while to create our minimap, but we also need to create another asset here in our folder. So I'm going to right-click in and right-click menu. I'm going to come under the texture is option and then the little fly-out menu, I want to create a render target asset and you'll see what that's used for here in just a moment. It render target. I'm gonna give this a name right away and call this R t, short for render target underscore, mini map. Target. Target gets, there we go. And the reason we created that asset is because we're going to be associating that with a scene captured two ds it, we're gonna be adding it next to our level. Now to find this scene captured 2D asset, I'm going to come under my place actors panel. Now I have this open by default because I set up my editor that way. However, if you don't see this place actors panel, you can get it by coming under here. Place actors panel that will bring this on. And then in my little search bar right here, I'm going to search for scene. And there is a scene captured 2D. I'm going to drag this in. I'm going to fine tune the placement here in just a little bit. However, I am going to place it close to my players. Start actor, that controller icon with the flag there. Now before I place any of this, I'm going to simply come into a top-down view of my level here, because we're going to choose that. I'm going to choose this top orthographic view because I want this up top here to be north, north, east, south, west. It makes sense in my mind to frame it that way. So what I'm gonna be doing is I'm going to rotate my players start actor so that he's gonna be facing North at blue arrow indicates the direction that our character is going to spawn in and be facing it. So that's gonna be north for me. Because I'm going to have a mini-map that's gonna be facing north. Doesn't really matter where I places. However, I do want my render target here, my scene capture 2D. Rather, not my render target, to be placed directly above this and pointing down edit. Now, I'm gonna go back to my perspective view here. I'm going to raise this up, but I'm also going to pivot it around. So it's gonna be pivoted like this and like this. And I want to place this directly above where my player is going to be spawning in it. Now in order to get these coordinates right, I wanna make sure that my x values align with my players start actor here. So for the x and y and z location, That's what I've got for my player start actor. I'm simply going to right-click on this and copy these coordinates for the player start actor. I'm going to select my scene captured 2D and a momentarily I'm going to paste them so they will be the exact same. So it is directly on top of my players start actor. And then I'm going to add some to my z-axis so that it is looking down currently instead of value of about 92. So I'm going to add, I will say 2,592 to 2,592. So it's gonna be facing straight down There it is. Now we created a render target asset right here. We're going to be associating that with our scene, capture a 2D actors. So note that this is selected. And what I can do now is with that selected in the Details panel is looking for a texture target. Let's drag and drop our minimap target, our render target right on top of that. And now it is associated with that. So essentially what is going to be happening here is anything or seeing capture 2D sees it's going to be rendering that to our texture targets. That's the layman's version of it. Alright, next, in our minimap folder here, I'm going to right-click and create another asset. This is going to be a material. We're going to call this m underscore many map targets. Then we're going to double-click on this to open it up right away. Do a little work inside of here. I'm going to dock this along the top. And width are a master material node selected over here. Over along the left-hand side, I'm going to change the material domains to be user-interface. Then I'm also going to change the blend mode right here to be masked. You'll see why here in just a second. Alright, then I'm going to be adding to texture sample nodes. So to get a texture sample note, I could right-click and search for a texture sample node. However, I'm going to hold down the T, T's and texture and left-click once, left-click twice. And now I need to associate some textures inside of here. Or this first texture sample node, I'm going to be associating our render target. So if I click this drop-down menu, I just searched for RT underscore. There is our render target. I'm going to plug this into the final color. And for the texture sample down here, I'm going to be associating are imported t underscore mini map. Like so. Now what I'm gonna be doing is taking the a value out of this, the alpha value and plugging this into the opacity mask. Currently, our material looks like this. It is rendering what that scene capture 2D sees and is simply pasting it right here on this cube shaped object right? Now, what this extra sample is going to do is we're going to mask it with this texture sample. Imagine this is like a piece of paper and this white area is the cutout area that is essentially going to be laying this piece of paper on top of this so that all we see is what we see through this Whitehall. And you're going to see this here in just a moment. Once I plugged this a value into the opacity mask. There we go. Next, we're going to save this and close this out. We're off to a pretty good start. You're creating our minimap. In the next video, we're going to be creating a mini-map Widget Blueprint will see you there. 3. Mini Map Widget Blueprint: Alright, welcome back. In this video or goals to create a mini-map Widget Blueprint that we ultimately want to display in game. So here in our minimap folder, let's go ahead and right-click. We want to create a user interface widget, blueprint asset. In this dialog box is asking us to pick a route with it. We're going to choose a user widget. Let's give this a name. We will call this WB P for Widget Blueprint underscore Min Ni map. Then I'm gonna go ahead and double-click on this right away to open it up. Duck it along the top here. I'm just going to be adding three widgets to our designer view here. The first I'm going to add is a canvas panel. It canvas panel I like to think of as like a giant cork board that you can pin other various widgets to drag and drop it here. And then we're going to add two image widgets. Those are found in the common section. So I'm just going to simply drag and drop one here on top of our canvas panel. Again, it's kinda like a giant cork board, so we're just kind of tacking it right onto that giant cork board. Now right away, I'm going to set some details for this. So with this widget selected over in the Details panel, I'm going to call this image underscore mini map material. Always a good idea to name them something sensical. Now I'm going to set the anchor point that is which portion of the screen I would like to try anchoring it to. Currently it's in this upper left area of this little flowery icon. I'm going to set the anchor points to be this upper right corner, like so. And then that is important because these positional coordinates are going to be relative to that anchor point. Position x here is going to be negative 35. The position y we're going to set to be 35, going to set the size for the x and the y to be 35350. Now it's still off the edge of the screen here, this canvas panel area represents the screen. Now that's all going to change here when I set the alignment, the alignment here to be one instead. So if I set this to be 0.5, that would essentially split the difference between where it was. One is going to essentially justify it right over there. Okay, so I want the superior, the upper right portion of the screen. That's all well and good. Now I also want to set under the appearance brush section. I want to set that material I just created in the last video. That was my material named M underscore, mini map, target, wallah, that looks pretty good, right? I'd like to add a border around this as well. So what I'm gonna do is I'm going to create essentially a duplicate of this image. I can right-click on this and duplicate it. Now I'm going to rename this something a little bit more sensical. So I'm going to call this a mini-map regime because we're going to add a frame around this. Let's see what do I have for sitting through this? I'm going to set the anchor for this to also be the upper right leg. So we're going to set the position x to be zero. Position y is also going to be zero. The size is going to be for 20 by 420. Your alignment here is gonna be 1.0. However, the image I'm going to change to be t underscore mini map frame. Why lasts something like that? Alright, so that's all I wanted to achieve in this video. Let's go ahead and save this out right away and then we can close this out. In the next video, we're gonna go ahead and get that mini-map displaying, will see you there. 4. Mini Map Display: Welcome back everybody. In this video, our goal is to get our minimap displaying on the screen. Now, before we dive into this, I noticed in our last video that our minimap was not oriented right inside of our w BP minimap. I made some adjustments to our scene captured 2D between videos here so that it would be reflected properly inside of our Minimap. If you look at our level here are players. Start actor is placed right about here with our blue arrow pointed north. So this was the top part of our map. If we're looking kinda like this, we've got this mini ramp in this cylinder here. So I wanted that to be reflected here in our mini-maps so that, that was the top part that we saw right there. Now to do that, go ahead and select your scene captured 2D and make sure that your rotational values match mine. That was a little bit off. So I've got negative 45 and negative 90 and negative 45. So that should be reflected properly. Alright, let's go ahead and get this minimap displaying in our screen. So to do this, we're gonna do this inside of our level blueprint. The Level Blueprint is where you can write script specific to this level. So to do that, I'm going to come right here. Click right up here, open Level Blueprint. And inside of here you're going to see some nodes. By default, I'm gonna be working with just a couple of event knows that I deleted prior to this video. Those are Event Begin Play. You can bring that on by holding down the P key and left-click if you got rid of it. And all I'm gonna do offer this is drying out and type in create widget. This will create the widget object we're looking for. Specifically, we are looking for the minimap widget. And then if we drag off of this return value here, we can then type in Add to Viewport. And this is what is actually going to make this appear in our game. So if I was to click Play right now, boom, there it is. And it looks like that is being reflected properly right up here. However, if I was to move around, you're going to notice a problem. And that is that we're not really following our character too well, like we can run our character right off as mini-map and that's, that's not very helpful at all. So we needed to write a little bit more script to update the position of our scene captured 2D to be following our player character around. So to do this, we're going to right-click and do this off of event tick, tick fires off, reframe. And now I need a reference to my scene captured 2D. So I'm going to come back here into my level. I'm going to select our scene captured 2D, either in the outliner or in your level itself, easier for me to select it here and my outliner with this selected here in my Level Blueprint, I'm going to hold down the R. R is in reference, left-click. And what I wanna do is I want to drag off of this and type in set actor locally cation. We want to update our actors location every frame. Now what do we want to update this to? Well, we want to update it to the position of our character only offset a little bit. So I'm going to right-click and some empty space type in git player character. We're going to drag off of this and we're gonna get actor location. Now, if I was to just plug this straight away and here this is going to bring about a little bit of a problem. So if I click Play right there, you can see we're essentially right in the middle of our character and that's not helpful at all, right, so we want to offset that a little bit. So I'm going to break this wire by holding down the Alt key and left clicking. And I'm going to drag off this and bringing a plus button. We want to add a little offset to this. Now, I know that I placed my scene captured 2D, roughly 2,500 above my player start actor. That was really more representative than anything because we're gonna be truly setting that offset here in our script. I place it right above to approximate the location. But about 2,500 above our player started actors where I truly want to be placing this. So right here, we're going to add 2,500 in the z-axis, not offsetting our X or Y at all. So now if I plug that into the new location of our scene capture 2D, I'm going to compile this just to make sure our script is good to go. You could pause the video here to review the script. And now if I click Play, you can see my character very tiny right there. It is facing north. And as I move around, you can see the mini-map is updating as well. It's following our character. Great. In the next video, we are going to begin creating some enemy and Player icon widgets. So we'll see you in the next video. 5. Player & Enemy Icon Widget Blueprints: Welcome. This is what we've currently got going on at the moment. We do have a functional minimap in the upper-right. And we can in fact see our ThirdPersonCharacter running around that mini-map from a top down view. And this is fine if that's all you want. However, many mini-maps represent things using icons. So let's make some icons that will eventually appear within the minimap. Now, we're gonna be adding icons for our player. And we'll add some for a quote-unquote enemy character as well, even though our enemy is not going to be doing anything. But this system will be extendable. The way of that we're gonna go about doing this. So you can add icons for treasure chests, for doors, for waypoints, just about anything that you can think of. In this video, our goal is simply going to be to create the widget blueprints for the enemy and player icons. And then the next video, we'll get them to actually appear in that mini-map. Alright, so what do we need to do to get started here? Come on down to your content browser in your minimap fuller, I'm going to right-click. We're going to go under User Interface, Widget Blueprint. And we're going to choose the user class, user widget class. And I'm going to call this WB P underscore player icon. And I'm going to double-click on this right away to open this up, I'll dock it right along the top here. And I'm simply going to add a canvas panel. I'll do a search for canvas panel that is under the panel category here, drag and drop it. And then I'm going to exit out here and I'm going to add an image drag and drop that right down here as well. And I'm going to call my image image underscore icon. And then in our brush area, I'm going to simply slot in our t underscore player icon. Now I need to size this and position this a little bit more accurately here. So let's jump back up to the top of the Details panel here. Let's set our anchor to be the smack dab, middle of the screen here, this middle square, if you will. And that's gonna be important because our position is going to be relative to that anchor points. I'm going to set the exposition to be zero and the y position to be zero. I'm going to set the size to be 200.200. I thought that seemed like a pretty good value. Now, as we get these icons appearing within our mini-maps, note that these two, the size x and size, Why are some parameters you may want to fiddle around with to change the size of that icon when it does appear in our minimap. Just thought I'd throw that out there. Alignment, we're gonna go 0.5 and 0.52 halves these it in the x and y, the x and the y, so that it appears smack dab in the middle of our canvas panel here. Now because this icon is meant to represent our player, I'm going to give this icon a tint right here under the appearance section. Click on this color bar, and I'm gonna change this to some prominent green color. We'll go straight 1010 for the RGB value. That'll be fine with me. Green for the good guy, right? Then let's go ahead and save this. And now jump back to our third-person map tab here to jump back to the content browser. And now super simple to make an enemy icon, all we need to do is right-click on our WPP player icon. We're going to duplicate it. Control plus d is the hotkey for that. And I'm simply going to call this W BP enemy icon. I'm going to double-click on this to open it up. Now, we do have a canvas panel and an icon widget already here because we duplicated this from the player icon. The only thing that I'm going to change this, I'm going to select our image here. And instead of this being green, we're gonna change this to red. Let's change our r value to one. And the G and B all the way down straight red because red equals bad guy, right? Alright, go ahead and save this out. And that is all we wanted to accomplish in this one. So in the next video, we're going to get these to display within our minimap. See you there. 6. Player & Enemy Icon Display: Alright, welcome back. In the last video, we created some icons for our player and our enemy, those widget blueprints. In this video, our goal is to simply get those displaying in our minimap. Now to do this, we're going to jump out of our minimap folder and into our third person folder, specifically the Blueprints folder within that third person folder, double-click under BP ThirdPersonCharacter, that is the character we have been controlling in our level here. Now, inside of here, all we need to do, I'm going to select my viewport tab up here is add a single component. Now, our capsule component is the root component. And so with this components selected, we want to add a widget component to it. Now, it's important to note that I selected are capsule component here first because a common mistake that I see students making when they are trying to add components within a blueprint, is that the component will be added to that is attached to any other component that they have selected first. So I want to make note here that the widget component that we just added here is indented one layer under our capsule components to show that it is attached to our counseling component. Now this is going to be important because obviously as we move our character about the level, that character is going to not only move but rotate as well by attaching this widget component right here to our Capsule Component, it will ensure that that moves and rotates along with it. Alright, with this widget components selected over in the Details panel under widget class, we want to slot in our W bp player icon that is going to associate that icon Widget Blueprint with our character. Now a couple of other things I want to change here is I want to change the rotation of this so that this widget is going to be facing our scene captured 2D so that it's essentially flat when we're looking down at it. And in order to do this, we need to change our rotation here to be 180 by 90 by zero. Now I determined this ahead of time. So if you're wondering how I got those values, it was simply a trial and error. Okay, and with that, we're not finished here. Scroll down until you find a section called rendering right here, because there's a couple of things we need to change in here as well. We're going to change the blend mode of this from masked to transparent. Now this will make it so that our widget class or our icon here will not cast a shadow in our Minimap, which is something that you don't want it, It's a little bit weird if it's casting a shadow. Something else we wanna do is come on into the rendering advanced section. And in here we're looking for visible in seeing capture only where the visible and seen capture only visible there it is visible in scene capture only. What this will do is it will ensure that the icon does show up in our scene. Capture 2D are mini-map, but will not show up in the game itself. Alright, let's go ahead and save this and play and try this out. And I am expecting something else to be a problem yet that we're going to need to fix up next. But let's just see what we have going on. Right now. You can see a green arrow in our minimap there. Are seeing capture 2D is rather far away. So I think I'm going to change either the size of that arrow or the, how far away are seeing capture 2D is. But you can see we are now represented by green arrow. And as I rotate, it rotates along with it. Now it's very hard to see from our minimap here because that seemed capture is way up high. But our player's head is actually appearing as a dot through that green arrow. So I actually want to hide out our character from our minimap here. Now the way that we can hide out our character mesh right here is by coming under our event graph. And we're going to add a little bit of script. I'm going to find some empty space. I'm just holding down the right mouse button right now, I'm going to zoom in with the scroll wheel. I'm going to hold down the P key, P as in Paul. Left-click. And I'm trying to add an event begin play, but that hotkey is not working. So let me just right-click and do Event Begin Play. And that's because it's already hooked up to our add input mapping. That's fine. I am going to simply bring in a sequence note here in order to have a couple of things execute off of our event begin play. So I'm gonna hold down the S key. And that brings in a sequence. So, so often begin play, we can do all this input mapping that is new and Unreal Engine 5.1. And then what also I can do off of our event begin play is bringing a reference to our mesh. That is our mannequin right here. If I select mesh, you can see that that's what we're talking about. And I'm simply going to drag out of here to talk to it. And I'm going to say set hidden in scene capture. And I want to check this box as a yep, we want to hide you out as well. Well, let's compile this to make sure our script is still good to go. Let's save this and let's play. Now, you can see I'm only represented by that green arrow. You can't see that dot there. But just to really hammer home this point, let me just change our scripting here in our level blueprint. Where are we? We're adjusting our scene capture 2D is offset by 2,500. I'm going to change this down to 2000 here. And that should bring us a little bit closer down. Now if I click Play, you can see that's probably a little bit better, something like that. There's our green arrow. And now if I was to drop this down even more, e.g. sake, I'll say 1,000. And in our ThirdPersonCharacter, I'm going to uncheck this temporarily. You could see what would happen is our characters essentially cutting through that arrow, which is no good. So I'm going to set this back, compile and save that. And in a third person map, I'm going to set this back to say a Z offset of about 2000 and compile and save that. Alright, so that is all well and good. That is working for our player character. Let's add an enemy. Alright, so to do this, I'm gonna do this very cheaply, if you will. I'm going to right-click on our ThirdPersonCharacter here. We're going to simply duplicate this and I'm going to call this guy BP, third-person enemy. And now, because we duplicated all of this from our ThirdPersonCharacter, all we need to do is firstly, drag-and-drop our enemy into our level here. And I'm going to bring a couple in, rotate one. That way. I'm going to hold down Alt, left-click and drag. And I'll bring in another that way. Like so. Now all I need to do is go into our enemy blueprint here. We'll open it up. And we have duplicated this code for setting our mesh to be hidden in the scene capture, the minimap. All we need to do is go into our widget. Instead of having this represented by a player icon, we simply need to choose this to be the enemy icon. The red widget blueprints, the red arrow Widget Blueprint. So if I go ahead and click Play now, in my Minimap, you can see I'm represented by the green arrow and the enemy there is located, are represented by the red arrows. Now if you can imagine if your enemies had some logic in there roaming around the level, they would spin around and rotate along with the character as well as follow the character as well. Now I did make mention here that this sort of approach to a mini-map is easily extendable. This can be made so that not just icons for character class components appear in your mini-map, but for any Blueprint, really, any actor class blueprint. Let's show an example here. So in my Minimap folder, I'm going to simply duplicate my player icon, right-click duplicate. I will call this W BP, the goods. And we'll double-click on this to open it up. And let's just simply change this to a color like yellow, like this is some treasure icon. Right? Click. Okay, save. Let's go back to our level tab here. Let's come under our starter content folder, blueprints. And I'm going to say our blueprint effect fire. Let's say that this is meant to represent something awesome in our level. I mean, all it is is some flame, right? Come to the flame. Alright, I'm going to add a widget components to this. And with that widget components selected, coming over to the Details panel, I'm going to change our widget class here to be WPP. And I'm going to change the rotation of this to be 180 by 90, by zero. There we go, like so, so it's gonna be facing skyward. I'm not going to worry about hiding out the flame or anything here. Let's just simply save this. We're going to drag and drop a few of these in our level like so. And I know I'm not doing the, you know, I'm not hiding this out and not making these transparent or anything like that. And doing some of the other settings I was in my character class blueprints. Let's go ahead and play here. Now I know that they were showing up green just a moment ago, but you can see it. Our minimap now that they are showing is yellow. So yellow equals treasure. Red equals bad guy, green equals good guy. And there we have it. A fine looking minimap indeed, and not too difficult to pull off. See you next time guys.