Installation
- Install the plugin from Fab / the Unreal Marketplace, or copy the
HolographicMinimap folder into your project's Plugins/ directory.
- Enable Holographic Minimap in
Edit → Plugins and restart the editor.
- The holographic materials ship with the plugin in
/HolographicMinimap/HolographicMinimap/Materials (M_HoloBase, M_HoloMarker, plus extra variants). The map uses them automatically — no setup needed; assign your own to the map actor's Hologram / Marker Material slots to override.
Supported engine versions: Unreal Engine 5.6, 5.7 and 5.8. C++ source is included; the plugin works in Blueprint-only projects once installed as an engine plugin.
Step 1 — Make actors visible on the map
Add an HM Visibility Component to every actor that should appear on the map (players, enemies, objectives, vehicles...).
- Open the actor's Blueprint → Add Component → search for
HM Visibility Component.
- In the Details panel choose how the actor is represented:
- Dot (Sphere) — the classic colored dot (default)
- Cube / Cone / Cylinder / Quad — primitive shapes (a Cone with Use Actor Rotation enabled shows facing direction)
- Custom 3D Model — assign any Static Mesh in Custom Mesh (e.g. a miniature of the actor)
- Pick a Marker Color and Marker Size.
That's it — the actor registers itself automatically when it spawns and unregisters when it is destroyed.
Step 2A — In-world hologram (like the reference screenshot)
- Drag a Holographic Map Actor into your level (on a table, a projector base...).
- Set World Size — the diameter (in world units) of the level area shown on the map.
- Set Map Radius — the physical half-size of the hologram in cm (50 = a 1 m wide hologram).
- No terrain setup needed: by default (Terrain Source = Auto) the map scans the environment with line traces when Play starts and builds a procedural holographic terrain of the area automatically. Prefer a particle look? Set Terrain Source to Procedural Scan (Point Cloud). And if you assign a Terrain Mesh (a simplified 1:1 model of your level), it is used instead of scanning.
- (Optional) Assign meshes to the Base Plate and Projector Beam components for the projector look.
Press Play: every actor carrying an HM Visibility Component appears as a glowing marker on the hologram.
Step 2B — HUD minimap widget
- Create a new Widget Blueprint and set its parent class to
HolographicMapWidget (File → Reparent Blueprint, or pick the class when creating it).