
Описание
OPEN WORLD MAP SYSTEM PRO
A scalable minimap and world map system for massive World Partition worlds.
Open World Map System Pro turns large Unreal Engine worlds into a multi-resolution tile map and streams only the tiles currently needed on screen. No giant world-map texture, no need to keep the entire level loaded, and predictable runtime memory usage even for very large maps.
Documentation: Download
Demo: Download
THE PROBLEM
Traditional map workflows usually assume the whole world can be loaded and captured from above. With large World Partition levels, that becomes slow, memory-heavy or impractical.
A single huge map texture also wastes memory because the full texture remains loaded even when the player only sees a small area.
THE SOLUTION
The editor baker processes the world tile by tile:
Load area -> Capture -> Save tile -> Unload -> Continue
Only a small part of the world needs to be loaded at once.
The resulting map is stored as a pyramid of multiple resolution levels. At runtime, only visible tiles are streamed in. If a high-resolution tile is not available yet, the system temporarily uses its lower-resolution parent tile so the map remains filled instead of flickering.
Runtime memory depends on what is visible, not on the total size of the world.
MAP BAKER
Open:
Tools -> Open World Map -> Map Baker
Before baking, the tool estimates:
Finest-level tile count
Total tile count
Disk usage
Runtime tile memory
Estimated bake time
Mapped area in km²
Configurations above 4,000 tiles are rejected to help avoid excessive asset counts that can negatively affect the Content Browser, Asset Registry and cooking workflow.
Bake Missing creates only tiles that do not already exist. This makes it possible to resume cancelled bakes or regenerate missing tiles without rebuilding the entire map.
Baking runs in a separate Unreal process with rendering enabled, while your current level remains open. Live progress, cancellation and diagnostics are included.
The complete bake workflow is also available through command line for automation and build machines.
MINIMAP AND WORLD MAP
One UMG widget supports both modes.
Minimap:
Follows the player
Configurable world radius
Optional rotating map
Fixed player arrow support
Off-screen marker clamping
World Map:
Mouse panning
Zoom toward cursor
World-position click detection
Markers and POIs
Waypoints
Multiplayer pings
Exploration fog
CUSTOMIZATION
The map appearance is controlled through one style configuration.
Customize:
Background
Tile tint
Mask shape
Frame
Border
Fog color
Player arrow
Marker sizes
Grid
No custom map material is required.
MARKER SYSTEM
Add the included marker component to an actor and it can appear on the map.
Each marker can define:
Marker type
Label
Visibility
Rotation
Edge clamping
Zoom visibility
Owner-only visibility
Team visibility
Global visibility
Marker definitions are lightweight Data Assets.
Built-in procedural shapes:
Circle
Square
Diamond
Triangle
Pin
Cross
Because these markers are generated procedurally, they require no texture atlas. Custom textures can still be used when desired.
WORLD PARTITION POIs
Points of Interest can be added with actor tags.
Examples:
OWM.POI
OWM.POI.Village
The baker reads POIs from World Partition actor descriptors, allowing them to be discovered without loading every actor into memory.
EXPLORATION FOG
Optional exploration fog reveals the world as the player moves.
Features:
Configurable grid resolution
Circular reveal areas
Only changed regions are uploaded
Compact save data
Existing saves can be resampled after resolution changes
At the default resolution, the fog grid uses about 0.25 MB of runtime memory. Save data can remain only a few kilobytes depending on explored area.
MULTIPLAYER
Team markers and pings support replication.
Personal data such as exploration fog, waypoints and discovery state remains local and is not unnecessarily replicated.
Ping requests are validated server-side with:
Rate limits
Burst allowance
Max pings per player
Max pings per team
Ping lifetime
Max label length
Map-boundary validation
Invalid requests are rejected by the server.
No changes to your Player Controller, Game Mode or Game State are required. The plugin creates and manages the required runtime systems automatically.
SAVING
Map progress is exposed as a plain save struct that can be stored inside your existing save system.
The save includes version and atlas information, allowing the system to detect when save data belongs to a different map.
If you do not have a save system, Blueprint nodes are included for saving and loading map data directly.
INCLUDED
Runtime C++ module
Client-side UI module
Editor module
Full Blueprint API
Around 30 Blueprint-accessible functions
Map baking tools
Command-line baking
Tile streaming
Minimap
World map
Marker system
Multiplayer pings
Exploration fog
Save/load support
World Partition POIs
PDF documentation
Full C++ source code
The plugin itself contains no required content assets.
TESTING
123 automated tests are run against every release.
They cover:
Projection
Fog format
Estimator
Atlas
Save format
Tile streaming
Full end-to-end bake
The tests are stored in the development test project and add nothing to your packaged game.
IMPORTANT LIMITS
The level must be saved before baking because the baker reads it from disk.
Large maps take time to bake. A second Unreal process is started before tile generation, and the estimated time shown in the editor includes startup.
Map orientation is fixed:
Up = World +X
Right = World +Y
The north setting changes compass interpretation but does not rotate baked tiles.
Tiles are captured Unlit from directly above. The system is designed to create a gameplay map, not a recreation of final level lighting.
TECHNICAL
Supported Unreal Engine versions:
5.5
5.6
5.7
5.8
Each version is provided as a separate build.
Tested platform:
Windows
The descriptor also allows Linux, macOS, Android and iOS. The code contains no intentional platform-specific dependency, but these platforms have not yet been officially built and tested for this release.
Full source included.
No required precompiled binaries.
No bundled gameplay content.
Include-What-You-Use structure.
Open World Map System Pro is built for developers who need a world map that scales with the visible area instead of the total size of the world.
Bake the world once. Stream only what the player sees.
SUPPORT





