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Lesson 840 of 88012. World Building and DeploymentFree lesson

Configuring World Partition Minimap Generation

Generate an accurate, high-resolution minimap that reflects the current state of a partitioned world for player navigation.

In this lesson, you will learn how to automate the generation of a high-resolution minimap that accurately reflects your World Partitioned environment, ensuring players can navigate vast landscapes even when distant cells are unloaded.

The Challenge of Partitioned Worlds

In a standard level, you might manually take a "top-down" screenshot to serve as a minimap. However, in a World Partition system, most of your world exists in unloaded cells. If you capture the map while only a few cells are streamed in, your minimap will appear empty or incomplete. To solve this, Unreal Engine provides a specialized utility that automates the generation of a "MiniMap" texture by iterating through the world’s grid.

Using the World Partition Minimap Tool

To generate an accurate map, you must use the World Partition Minimap generation tool located within the World Partition window.

  1. Setup: Ensure all actors you want represented (especially Landscapes and persistent static meshes) are loaded or part of the Editor cell-loading scope.
  2. Execution: Open the World Partition window, click on the Tools dropdown, and select MiniMap.
  3. Capture: In the tool window, you define the bounds of the map. It is crucial to set the Capture Settings to include the entire world bounds. The engine will programmatically stream in your grid cells in the background, capture the scene from a top-down orthographic perspective, and stitch them together into a final texture.

Fine-Tuning the Capture

Because your world may contain different lighting or weather states, the minimap generator uses specific rendering overrides. You can configure the Capture Settings to ignore dynamic elements (like foliage or characters) to ensure the map remains a clean, readable navigation tool.

If you are using HLODs (as discussed in Lesson 21), ensure they are built before generating the minimap. Since HLODs represent the distant landscape state, they provide the most accurate visual representation of the world's silhouette for the minimap, preventing "pop-in" holes where streaming cells would otherwise be empty.

// Logic flow for automated generation
// 1. Force load all grid cells within the specified bounds
// 2. Disable game-time dynamic elements via Capture Scene settings
// 3. Render orthographic view to a high-resolution TextureRenderTarget2D
// 4. Export as a normalized asset for UI implementation

Key Takeaway: Always build your HLODs before generating a World Partition minimap to ensure the navigation texture accurately represents the high-fidelity state of your entire world grid, regardless of streaming status.