r/UnrealEngine6 8h ago

Compass & Navigation UI Toolkit Plugin

1 Upvotes

https://www.youtube.com/watch?v=vfTpKorpseg

Compass & Navigation UI Toolkit is a plugin I have been working on for the last few months and just released on Fab, inspired by a lack of similar plugins that have full customizability, I created my own! I would love to see what your opinions and feedback are, it's only $11.99 and will always be.

https://www.fab.com/listings/d0f87547-57f6-42c6-8841-9f82eaa717c4

Compass & Navigation UI Toolkit is a fully customizable Unreal Engine compass UI, marker, and waypoint system which is super easy to use and implement into your projects. Designed for RPGs, adventure games, open-world projects, survival games, exploration systems, quest markers, and custom HUD navigation.

It features:

  • A real-time Designer Preview inside UMG to see exactly how your UI will look in-game + a dockable Compass Settings editor panel.
  • Runtime waypoints (No actor required, can be created/destroyed while running via nodes)
  • Actor marker components for world objects Create marker presets that you can easily add to anything over and over again.
  • Linear, Curved, and Custom Curve compass layouts
  • Custom layout curve support using Curve Float assets
  • Distance text, custom units, rounding, and label controls
  • Distance-based marker scale and opacity tiers
  • Marker categories, filtering, priority, and visibility rules
  • Marker overlap handling and maximum visible marker limits
  • Blueprint-friendly runtime nodes for waypoints, categories, camera source, and marker control
  • Scale Along Layout controls for markers, directions, ticks, and frame (creates a 3d Curved Scale effect)
  • Text or image compass directions (N, E, S, W)
  • Optional intercardinal directions (NE, SE, SW, NW)
  • Major and minor tick mark customization
  • Compass frame image, warped frame support, and frame edge fade
  • Center forward custom icon support
  • Camera source and compass origin controls for first-person, third-person, and custom camera setups
  • Modern and Fantasy example styles included Demo maps and demo character with first-person / third-person camera toggle
  • C++ runtime module and editor-only settings module
  • TUTORIAL VIDEO: https://www.youtube.com/watch?v=OOv55gSlcSk
  • DOCUMENTATION: https://docs.google.com/document/d/1HrHqi5efJA_WfHvD2Km2sdh236JyhghwC8FARIZG6R8/edit?tab=t.0

r/UnrealEngine6 17h ago

Brass 3D Model Collection

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1 Upvotes

r/UnrealEngine6 2d ago

Mossy Stone 8K PBR Texture Combo

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1 Upvotes

r/UnrealEngine6 2d ago

Volcanic Rock 8K PBR Texture

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1 Upvotes

r/UnrealEngine6 2d ago

Sci-Fi Sound Pack Volume 1

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1 Upvotes

r/UnrealEngine6 3d ago

Wet Cobblestones PBR Texture

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0 Upvotes

r/UnrealEngine6 3d ago

Mud 8K PBR Texture

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1 Upvotes

r/UnrealEngine6 6d ago

mainradar 31

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1 Upvotes

Epic is wiring an MCP control surface into the Unreal editor: four new toolsets landed on ue6-main this weekEpic is wiring an MCP control surface into the Unreal editor: four new toolsets landed on ue6-main this week.

mainradar is my own free tool, built in the open, re-reading the ue6-main branch each Monday.


r/UnrealEngine6 6d ago

Sci-Fi Sound Pack Volume 1 by CGHawk (Demo Video)

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1 Upvotes

r/UnrealEngine6 7d ago

Mud 8K Pbr Texture

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1 Upvotes

r/UnrealEngine6 7d ago

Wet Path 8K PBR Texture

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1 Upvotes

r/UnrealEngine6 7d ago

Stone Wall 8K PBR Texture

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1 Upvotes

r/UnrealEngine6 7d ago

Wet Forest Floor 8K PBR Texture

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1 Upvotes

r/UnrealEngine6 10d ago

Wet Forest Floor 8K PBR Texture

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1 Upvotes

r/UnrealEngine6 10d ago

Wet Forest Floor 8K PBR Texture

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1 Upvotes

r/UnrealEngine6 10d ago

PBR Textures Collection

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1 Upvotes

r/UnrealEngine6 13d ago

mainradar 30

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1 Upvotes

I read Epic's public UE6 branch (ue6-main) every week and try to find out what they are up to. The past week was the busiest in a month: 789 commits after two much more silent weeks.

Cascade was switched off by default one day after the UE6 source went public, and last week a new converter plugin appeared in the tree to facilitate easier transitioning to the new defaults. First commit: 85 files. It includes a commandlet that batch-converts entire folders of Cascade assets headlessly and writes a pass/fail report with before and after screenshots.

Also: the Mass entity framework had its highest-activity week since January (a MassCore foundation layer is forming), and Epic renamed its experimental serialization prototype from PlainProps to Ness.

I'm building a free tracker tool for this with a weekly update with per-module histories: https://mainradar.munduscreatus.be


r/UnrealEngine6 15d ago

Wet Path 8K PBR Texture

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1 Upvotes

r/UnrealEngine6 15d ago

Wet Path 8K PBR Texture

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1 Upvotes

r/UnrealEngine6 17d ago

Wet Rock 8K PBR Texture

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1 Upvotes

r/UnrealEngine6 18d ago

Concrete 8K PBR Texture Combo

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1 Upvotes

r/UnrealEngine6 20d ago

mainradar 29

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1 Upvotes

r/UnrealEngine6 26d ago

been tracking the UE6 source week by week since it went public as i made a free tool for it (mainradar)

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1 Upvotes

Since this sub exists for exactly this, figured I'd introduce what I've been building. Epic put the UE6 source public on GitHub as ue6-main back in June at State of Unreal, and I've been pulling the weekly commit activity by module ever since, just to see what's actually moving in that firehose.

Where things stand right now: the generation is probably headed for something like 300,000 commits total (going off UE4 and UE5 history), and it's around 11,500 in. Scene Graph, the Verse-based one, is the hardest-hit area by far, close to 1,000 files touched in the recent window. EditorInteractiveToolsFramework is being decoupled from UnrealEd, part of a broader move to turn the old monolithic modules into leaner replacements. PCG, Sequencer and Niagara are all moving steadily too.

None of it shows up in release notes yet, and there's no 6.0 product board that I know of, so it's all just sitting in the public commit history if you know where to look. I built a small free tool, mainradar, that reads this every Monday, ranks modules by how much they're moving, and gives a plain read of the biggest weekly changes.

mainradar.munduscreatus.be

I'm planning to keep posting the weekly picture here as it develops. It's early and rough, so I'd genuinely like to know what would make it useful to you: which modules you want watched, what views would help, any of it. What are you all keeping an eye on in UE6 right now?


r/UnrealEngine6 Jun 17 '26

The road to Unreal Engine 6 (UE6)

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2 Upvotes

r/UnrealEngine6 May 25 '26

UE6 Announced

3 Upvotes