Configuring the map at runtime#
You can add markers and change most map settings while the game runs, from Lua. Every call here maps to a function in the HMap API reference — this page covers what you can change; the reference has the exact signatures and options.
One rule shapes everything below: a baked map exposes fewer runtime knobs than a live one. Anything that changes the captured image itself — projection, capture altitude, the area covered, tile geometry — is fixed at bake time on a pre-baked map. On a live Scene Capture map those same settings re-render on the fly. Markers and pure display options work the same on both.
Configurations for both types of map#
These work whether the surface is live or baked.
Markers#
Add a marker that follows an actor (it's removed automatically when the actor is destroyed):
HMap.AddMarker(QuestNPC, { Title = 'Bob', Description = 'Has a quest for you' })
HMap.RemoveMarker(QuestNPC) -- to remove it early
Add a marker at a fixed world location — it returns a handle you keep for removal:
local Handle = HMap.AddMarkerAt(UE.FVector(12000, -3400, 0), { Title = 'Drop-off' })
HMap.RemoveMarkerAt(Handle)
For every marker option (custom icon texture, colour, size), see the HMap reference.
Shared display options#
These don't depend on how the map is rendered, so they apply to live and baked surfaces alike:
- Minimap zoom, rotate-with-player, and whether orientation follows the camera or the pawn.
- Icon size on either surface.
- Full-screen map behaviour — open-on-player, zoom and pan animation speed.
Each is a HMap.Set... call listed in the reference.
HEvent('HEvent:EnteredVehicle', function() HMap.SetMinimapZoom(0.2) end)
HEvent('HEvent:ExitedVehicle', function() HMap.SetMinimapZoom(0.5) end)
Runtime-only map settings#
These only take effect on a live Scene Capture surface. On a baked map they would require re-running the bake (an editor step), so they do nothing at runtime:
- Projection mode and capture altitude.
- The captured area — map centre and extent.
- Tile geometry — tile world size and resolution.
Use them to reshape a live map on the fly. For a shipped, baked map, set these before baking instead. The HMap reference marks which calls apply live versus need a re-bake.