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I'll be adding better configuration options soon, though, and this will be one of those options. From my testing, it seemed like the transparency only really shows up on unrevealed parts of the map, and doesn't make much of a difference when everything is revealed. I'll ask if there is a way to crop/hide parts of a texture, though. The minimap texture is hardcoded (GetWorld().minimap.MiniMap:GetTextureHandle() and then ImageWidget:SetTextureHandle(), both are C++ functions) and as far as I'm aware it's not possible to manipulate it's dimensions without simply stretching it. #2: Whoops, turns out the method I used to scale the map is resolution dependent (the initial size of the map texture depends on the resolution). Zoom level 0 is much more zoomed out on 1920x1080 than it is on 1024x768. It does seem to scale on its own depending on resolution, though. Max zoom level is hardcoded (actual value of max zoom is 0 as you zoom out that value increases, as you zoom in decreases but will never go below 0), nothing I can do about that. #4.) Get rid of the transparency, it's not like you can actually look through it with the transparency you have for it. #3.) It should be square, not rectangular. #2.) If you can't add re-size handles, then just make it maybe 1/2 times bigger.
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#1.) Increase the amount that someone can zoom in On 1024X768 you are unable to zoom in enough on the mini map to see any details, the entirety of the mini-map is too small to offer any navigational help, and what is the point of the transparency when this is suppose to be a "look over here quickly to get your bearings" thing, yet you have to mouse-over the mini-map to be able to do so (which makes it very difficult to do in a fight). Forget the hotkey, let's talk about actual USEABILITY.
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