TBM2_API_Reference

TBM2_API_Reference

Classes



C++
TBM_ActionGameMinimapWidget
TBM
Minimap that dynamically updates zoom and tilt based on player speed
C++
TBM_BlipMarkerWidget
TBM
Shows a marker blip with a number
C++
TBM_BlipQueryWidget
TBM
Allows cycling through the owner player's blip queries (to display different sets of blips)
C++
TBM_BlipTargetWidget
TBM
Blip that indicates a target. Changes shape depening on whether the target is below, level or above the player
C++
TBM_BlipTransformInterface
## UInterface cannot be documented ##
C++
TBM_BlipWaypointWidget
TBM
Shows a waypoint blip that is created by the user by clicking on the menu map widget
C++
TBM_BlipWidget
TBM
Customized blip widget
C++
TBM_DeveloperSettings (Tile Based Minimap)
TBM
TBM Plugin settings
C++
TBM_GPSWidget
TBM
Displays the GPS route on the minimap
C++
TBM_GridTriggerBox
TBM
A box used to register minimap grids (levels). If a player enters a registered grid their displayed grid changes
C++
TBM_MarkerBlipComponent
TBM
Adds a dynamic blip with optional 3D marker above the owner
C++
TBM_MenuMapWidget
TBM
Widget showing a big menu map with interactable blips
C++
TBM_MinimapWidget
TBM
Base class for map widgets
C++
TBM_PlayerBlipComponent
TBM
Manages player related blips, should be added to PlayerState for proper replication
C++
TBM_PlayerState
TBM
Exposes player unique ID for correct player blip replication
C++
TBM_ReplicationProxyComponent
TBM
Handles TBM replication. Replicates blips and goals
C++
TBM_StaticBlipComponent
TBM
The component simply wraps the subsystems add blip functions so it's usually better to use them directly It can be useful as a way to place icons around your level however. Transform (location, rotation and scale) is sourced from the component or it's owner
C++
TBM_Subsystem (Tile Based Minimap Subsystem)
TBM
TBM Subsystem is the central managing point of the plugin - collects grid and blip data - manages blips (icons) which then map widgets use as source for adding blip widgets - keeps track of blip queries per player (used to filter displayed blips) - keeps track of registered grids (for dynamic grid switching) - shows/hides zones (used to highlight specific parts of the level on the map widgets) - keeps track of the blips that specific players use as GPS target
C++
TBM_TileGridDebugWidget
TBM
Debug widget showing currently loaded tiles
C++
TBM_TileGridMaterialWidget
TBM
Uses simple UImage widgets to display the grid. Transform is calculated through it's materials
C++
TBM_TileGridPanelWidget
TBM
Uses uniform grid panel to display the grid Should be used for grids that can be interacted with (like menu map widgets)
C++
TBM_TileGridWidget
TBM
Base class responsible for loading and displaying the minimap tiles in a grid
C++
TBM_TileRenderer
TBM
Renders and saves radar tiles onto the disk
C++
TBM_ZoneBlipComponent
TBM
Adds a blip that shows areas on the map based on the box dimensions

Structs


TBM Blip Client Transform
Client side information about replicated blip transform
Properties:
FVector ClientLocation
float ClientRotation
TBM Blip Data Basic
Holds the core blip data. Can be used for static blips
Properties:
uint8 AdditionalZOrder Additional ZOrder: Added on top of the z order from blip setup data table
FGameplayTag BlipSetup Blip Setup: Blip setup ID (tag); corresponds to subsystem's collected data
FLinearColor ColorOverride Color Override: Optional color override. Ignored if alpha is set to zero
FGameplayTag EffectsSetup Effects Setup: Blip effects ID (tag); corresponds to subsystem's collected data
FVector InitialLocation
float InitialRotation
FVector2D InitialScale
FGameplayTagContainer InstanceTags Instance Tags: Tags assigned to this specific blip instance
bool OverrideClientData Override Client Data: If true replicated server blip data overrides current client blip data when the blip replicates. This affects basic data so client side dynamic data is intact
ETBM_BlipReplicationType ReplicationType Replication Type: Whether to use the replicator component to replicate the blip Blips still can be replicated if the owner is replicated so this setting should be disabled for most of the blips if possible
bool SourceRotation Source Rotation: Whether to rotate the blip in the direction of the location source (minimap rotation or source component in case of dynamic blips)
TBM Blip Data Dynamic
Dynamic blip. Location and rotation is optionally sourced from the specified object
Properties:
TSoftObjectPtr<UObject> LifetimeContext Lifetime Context: Pointer to the object that manages the blip lifetime, eg. blip will be destroyed if this is null and lifetime handling is set to remove
ETBM_BlipSourceDestroyHandling LifetimeHandling Lifetime Handling: What should happen when the lifetime context is invalid? NOTES: Users need to manually remove the blip if the blip isn't set to remove itself after the object is destroyed
TSoftObjectPtr<UObject> TransformContext Transform Context: Pointer to the object that is used as source location and rotation of the blip. By default this can be set to an actor or a scene component only unless the object implements blip transform interface
TBM Blip Query
Used to query blips that should be displayed on the minimap. This is useful for hiding/showing certain blips that match tag query (eg. the user can hide blips in menu map widget). Each query is identified by a tag. SetupTag query is based on blip setup tags (FTBM_BlipSetupInfo->Tags). InstanceTag query is based on an actual blip instance (FTBM_BlipBasic->BlipDataBasic->InstanceTags). The SetupTag query is applied first then the InstanceTag query is applied afterwards. Calling Update functions with empty tags will reset the tags to the specified default ones
Properties:
TMap BlipInstanceTagQueries Blip Instance Tag Queries: Instance tag query list
TMap BlipSetupTagQueries Blip Setup Tag Queries: Setup tag query list
FGameplayTag CurrentInstanceQuery Current Instance Query: Currently applied instance query
FGameplayTag CurrentSetupQuery Current Setup Query: Currently applied setup query
FGameplayTag DefaultInstanceQuery Default Instance Query: Default instance query to apply when no other query is applied
FGameplayTag DefaultSetupQuery Default Setup Query: Default setup query to apply when no other query is applied
TBM Blip Setup Info
TBM Blip Setup Info
Properties:
FGameplayTagContainer BlacklistedGridTags Blacklisted Grid Tags: The blip won't be displayed if the currently active grid is in this list
TSet BlacklistedGrids Blacklisted Grids: Additional FName list if not using tags
ETBM_BlipType BlipType
FLinearColor Color
FDataTableRowHandle CustomData
FText Description
FTBM_GPSVisuals GPSPathVisuals GPSPath Visuals: GPS route visual settings if the blip is used as GPS target
TSoftObjectPtr<UMaterialInterface> Material Material: Blip widget material; if invalid "Texture" will be used instead
float MaxInterpSquaredDistance Max Interp Squared Distance: Max distance difference between current and replicated locations before the location is snapped
bool NetInterpLocation Net Interp Location: Whether to smoothly interpolate replicated blip location
bool NetInterpRotation Net Interp Rotation: Whether to smoothly interpolate replicated blip rotation
FVector2D Pivot
FVector2D Scale
FGameplayTagContainer Tags Tags: Tags specific to this blip setup
TSoftObjectPtr<UTexture2D> Texture
TSoftObjectPtr<UMaterialInterface> TransformMaterial Transform Material: Used when the minimap widget has bUseMaterialTransform set to true. In such case a simple UImage widget will be created and the transformations will be done in the material itself. This removes the pixel jittering effect and the blip transform data has to be sent to the material itself
TSubclassOf<UTBM_BlipWidget> WidgetClass Widget Class: Default widget of the blip
int32 ZOrder ZOrder: Display order
TBM Blip Widget Context
Holds data about an actual blip image inside a minimap widget
Properties:
FVector2D BaseScale Base Scale: Base scale before applying scale effects
FName BlipName Blip Name: Blip ID
TWeakObjectPtr<UWidget> BlipWidget Blip Widget: Pointer to a spawned blip widget
double DesiredAngle Desired Angle: Blip rotation on the UI
double DesiredOpacity
FVector2D DesiredPosition Desired Position: Blip position on the UI
FVector2D DesiredScale Desired Scale: Actual scale of the blip on the UI
bool IsMaterialBased Is Material Based: Wheter the blip uses the blip material for the transformations
bool LoadingData Loading Data: Whether the blip material/texture is currently async loading
double NetInterpAngle Net Interp Angle: Base angle for interpolation
bool Sticky Sticky: Whether the blip should be sticked to the border
FVector WorldLocation World Location: Origin location of the blip
TBM Effects Info
TBM Effects Info
Properties:
FDataTableRowHandle CustomData
float HeightSwitch Height Switch: Change appearance depending on the height distance of the player and the blip. Set to <= 0.0f to disable
FVector4 OpacitybyDistance Opacity by Distance: Opacity based on distance ratio to the minimap border. XY: the range of the effect; X - minimap center, Y - minimap border. ZW: the opacity itself. Set X and Y to 0.0f to disable the effect. NOTE: if the effect isn't disabled and W is bigger than 0.0f the blip will be sticked to the minimap border.
FVector4 ScalebyDistance Scale by Distance: Scale based on distance ratio to the minimap border. XY: the range of the effect; X - minimap center, Y - minimap border. ZW: the scale itself. Set X and Y to 0.0f to disable the effect. NOTE: if the effect isn't disabled and W is bigger than 0.0f the blip will be sticked to the minimap border.
bool SticktoGrid Stick to Grid: Whether the blip should be scaled along with the grid zoom so it looks like it's glued to it
TBM GPSGoal
GPS Goal points to the blip we want to draw GPS route to
Properties:
FName BlipName Blip Name: The target blip
bool GoalOverride Goal Override: Whether to override all of the player's active goals with this one
FUniqueNetIdRepl PlayerID Player ID: The player we want to draw the GPS route for
bool Replicated Replicated: Whether the goal is replicated
TBM GPSStatic Path
Similar to goal but only draws a static predefined route
Properties:
TWeakObjectPtr<APlayerController> OwningPlayer
TArray Path Path: World 2D locations
FName PathName Path Name: Unique name of this path
TBM GPSVisuals
GPS
Properties:
bool AntiAlias
bool SourceColorfromBlip Source Color from Blip: The path color is sourced from the blip itself
float Thickness
FLinearColor Tint Tint: This color is used in case the path color is not sourced from the blip
TBM Grid Transform
Runtime info about the grid widget in a minimap widget
Properties:
double Angle Angle: UI Rotation
FVector2D CenterOffset
double NorthYaw North Yaw: North rotation
FVector2D OriginLocationRatio Origin Location Ratio: Minimap world location as grid ratio (-0.5, -0.5 - top left corner, 0.5, 0.5 - bottom right corner)
FVector2D Position Position: Current UI position
double Tilt
bool Valid Valid: Is the transform valid?
double Zoom
TBM Key Bindings
TBM Key Bindings
Properties:
TSet BlipInteraction
TSet BlipTeleport
TBM Menu Map Key Bindings
TBM Menu Map Key Bindings
Properties:
TSet FilterBlipsNext
TSet FilterBlipsPrevious
TSet PanningKeys
TSet QuitKeys
TSet ZoomOutKeys
TSet ZoominKeys
TBM Menu Map Settings
TBM Menu Map Settings
Properties:
bool ForceGConQuit Force GCon Quit: Whether to force garbace collection widget destruct
double KeyPanningSpeed Key Panning Speed: Panning speed from keys (keyboard, pad)
double KeyPanningSpeedIncreaseTime Key Panning Speed Increase Time: How much time it takes to use full panning speed
float KeyZoomAmount Key Zoom Amount: How much to zoom if the zoom comes from a key (keyboard, pad)
float MarkerAddTime Marker Add Time: How much time it takes while holding waypoint add key to add a marker instead
FVector2D PanningLimitMultiplier Panning Limit Multiplier: Panning limits; set to (0.5, 0.5) to limit panning to grid borders
double PanningOverscrollSpeed Panning Overscroll Speed: Overscroll interp speed for mouse panning
float ZoomInterpSpeed Zoom Interp Speed: How fast to interp to desired zoom
float ZoomSpeedMultiplier Zoom Speed Multiplier: Zooming speed
TBM Minimap Info
TBM Minimap Info
Properties:
TMap BGColors BGColors: Background colors
int32 IndexOffset Index Offset: Offset to tile ID in the texture name (so eg. first tile starts at index 01 instead of 00)
TMap LQImages LQImages: LQ images of the grids (optional)
TMap PerWidgetInfo Per Widget Info: Per widget class info
int32 Priority Priority: Display priority. Eg. interiors should have higher priority than the main level
float SphereRadius
FString TextureName Texture Name: The filename of the textures without the tile number
TMap TexturesPath Textures Path: The path to the folder containing the tile textures
FTBM_TileGridInfo TileGridInfo
FTransform Transform
TBM Minimap Per Widget Info
TBM Minimap Per Widget Info
Properties:
FDataTableRowHandle CustomData
float DefaultZoom
FVector2D ZoomLimit
TBM Minimap Settings
Minimap widget settings
Properties:
bool AdjustGPSPathThicknessbyZoom Adjust GPSPath Thickness by Zoom: Whether to scale GPS path widgth by minimap zoom
FGameplayTagQuery BlipInstanceQuery Blip Instance Query: Additionally to setup query the minimap won't display blips whose InstanceTags don't match this query (FTBM_BlipBasic->BlipDataBasic->InstanceTags)
FGameplayTagQuery BlipSetupQuery Blip Setup Query: The minimap displays blips that match this query only. Uses setup tags (FTBM_BlipSetupInfo->Tags)
FVector2D CenterOffset Center Offset: Offset of the minimap origin if using rectangle shape.Circle is unsupported for now
float DefaultAreaSize Default Area Size: Default shown area size. Ie. default zoom
double DefaultTilt
FVector EdgeDistanceOffset Edge Distance Offset: Mannually adjust the minimap edge distance (useful when the minimap mask is smaller than the minimap's desired size) NOTE: X is for circle shape, Y and Z for rectangle shape
FName MainGridName Main Grid Name: Alternative name if not using tags
FGameplayTag MainGridTag Main Grid Tag: The grid to use if no valid grid was found
int32 MaxLoadedTiles Max Loaded Tiles: How many tiles can be loaded at once For example it may be desired to display a lower quality map image at lower zoom instead of loading many tiles
ETBM_MinimapRotationDirection NorthDirection North Direction: The direction towards which the minimap is rotated, ie. North direction
float Opacity
float RectTopPadding Rect Top Padding: In case of using both circle and rectangle minimaps, this should be used to adjust the rectangle minimap size
ETBM_MinimapRotationMode RotationMode
ETBM_MinimapShape Shape
TSoftObjectPtr<UMaterialInterface> ShapeMaskMaterials
float TickRate
FGameplayTag TileColorPath Tile Color Path: The path ID from the minimap data table which points to tile texture folder. Default one is used if empty
FVector2D TileLoaderDistanceMargin Tile Loader Distance Margin: Additional offset of the tile loading distance in UI space; should be adjusted if the tile loader can't catch up with loading the tiles
float TileLoaderTickRate
bool UseMaterialTransform Use Material Transform: Whether the blip material should perform blip transformations Blips in this mode don't have the pixel jittering effect but it has a few drawbacks: - Blip material has to be setup correctly for it to work - Blips are not interactable The best use case for it is for the small minimaps in the corner of the screen since we don't want ugly jittering and we don't need any interaction with the blips
TBM Minimap Speed Settings
Dynamic speed and tilt settings
Properties:
bool EnableSpeedTilt
bool EnableSpeedZoom
bool ForceTilt Force Tilt: Whether the minimap is always tilted ignoring the speed tilt
double MinTilt Min Tilt: Tilt value at max speed
FVector4 SpeedZoomSettings Speed Zoom Settings: Speed to zoom mapping. XY is the speed range and ZW is the corresponding zoom
float TiltInterpSpeed Tilt Interp Speed: Tilt value at max speed
FVector2D TiltSpeedEnableRange Tilt Speed Enable Range: At what speed to enable/disable tilting. X - enable, Y - disable
float ZoomInterpSpeed
TBM Radar Color Mapping
TBM Radar Color Mapping
Properties:
FLinearColor BackgroundColor Background Color: BG color passed to minimap info data table
TMap Colors Colors: Colors assigned per physical material
FTBM_RadarColors FallbackColors Fallback Colors: Used if no physical material was found NOTE: usually GEngine->DefaultPhysMaterial is used if nothing is assigned in the material or as overrides
FTBM_RadarColors LandscapeColors Landscape Colors: Used on landscapes
TEnumAsByte<ETextureRenderTargetFormat> RenderFormat
bool SRGB
TEnumAsByte<ESceneCaptureSource> SceneCaptureSource
float TargetGamma
TBM Radar Colors
Color data assigned to a primitive
Properties:
FLinearColor Color
UMaterialInterface* MeshMaterial
FVector MeshOffset
TBM Tile Grid Info
MINIMAP
Properties:
int32 Columns
int32 Rows
float TileWorldSize

Enums


ETBM_BlipReplicationType
ETBM Blip Replication Type
NotReplicated
Static
Dynamic
RepClientSide
ETBM_MAX (ETBM MAX)
ETBM_BlipSourceDestroyHandling
Defines what to do with a blip if it's source location component is destroyed/streamed out (dynamic blips)
KeepLastLocation
InitialLocation
Remove
ETBM_MAX (ETBM MAX)
ETBM_BlipType
BLIPS
FixedUI
World
Area
ETBM_MAX (ETBM MAX)
ETBM_MenuMapPanningState
ETBM Menu Map Panning State
NotPanning
MousePanning
KeyPannning
ETBM_MAX (ETBM MAX)
ETBM_MinimapRotationDirection
ETBM Minimap Rotation Direction
nY (Negative Y)
X (Positive X)
nX (Negative X)
Y (Positive Y)
ETBM_MAX (ETBM MAX)
ETBM_MinimapRotationMode
ETBM Minimap Rotation Mode
Fixed
Rotating
ETBM_MAX (ETBM MAX)
ETBM_MinimapShape
ETBM Minimap Shape
Circle
Rectangle
Num
ETBM_MAX (ETBM MAX)
ETBM_PlayerBlipReplicationMethod
ETBM Player Blip Replication Method
UniqueNetId
PlayerId
PlayerName
ETBM_MAX (ETBM MAX)