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andrewcreekmore edited this page Jun 8, 2022 · 4 revisions

Here is the list of properties / options exposed to Blueprints. Mouse over any of these properties to get a brief description.

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  • General

    • float MinimumDistanceToEnable: The minimum distance to enable target locked on.
    • TSubclassOf<AActor> TargetableActors: The AActor Subclass to search for targetable Actors.
    • bool ShouldControlRotation: Whether or not the character rotation should be controlled when Target is locked on. If true, it'll set the value of bUseControllerRotationYaw and bOrientationToMovement variables on Target locked on / off. Set it to true if you want the character to rotate around the locked on target to enable you to setup strafe animations.
    • float BreakLineOfSightDelay: The amount of time (in seconds) after a targeted actor moves behind an Object until line of sight is broken and targeting is lost.
    • float StartRotatingThreshold: Lower this value is, easier it will be to switch new target on right or left (has no effect with Sticky Feeling enabled)
  • Widget

    • bool ShouldDrawLockedOnWidget: Whether or not the system should try to create and attach a LockedOn Widget on a targeted Actor.
    • TSubclassOf<UUserWidget> LockedOnWidgetClass: The Widget Class to use when locked on Target.
    • float LockedOnWidgetDrawSize: The Widget Draw Size for the Widget class to use when locked on Target.
    • FName LockedOnWidgetParentSocket: If set to a valid bone name, the widget will be attached to the Actor Mesh at that specific location and will follow actor's movement. If set to "None", or if the Actor has no Mesh component, the widget will be attached to the RootComponent instead.
    • FVector LockedOnWidgetRelativeLocation: The Relative Location to apply on Target LockedOn Widget when attached to a target.
  • Pitch Offset

    • bool AdjustPitchBasedOnDistanceToTarget: If enabled, the target system will add an offset to the Pitch for the Player Character’s camera rotation at close range. The closer the actor gets to its target, the greater the pitch adjusts in order to avoid the common issue of the Player Character hiding the target when at close range.
    • float PitchDistanceCoefficient / float PitchDistanceOffset are values used in the offset calculation. The formula is set to: -(DistanceToTarget * PitchDistanceCoefficient + PitchDistanceOffset)
    • float PitchMin / float PitchMax are used to clamp the offset calculation to not exceed these bounds.
  • Sticky Feeling on Target Switch

    • bool EnableStickyTarget: If enabled, it'll change the system behaviour and computation of AxisValue when switching targets with Axis inputs. Instead of the original behaviour which only checks AxisValue against StartRotatingThreshold, this will compute a "RotatingStack" which gets higher based on the AxisValue on each frame. When it exceeds StickyRotationThreshold, the switch happens.
    • float AxisMultiplier: This value gets multiplied to the AxisValue to check against StickyRotationThreshold`.
    • float StickyRotationThreshold: Lower this value is, easier it will be to switch new target on right or left. This is similar to StartRotatingThreshold, but you should set this to a much higher value.
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