An UE4 plugin written entirely in C++ which adds support for a simple Dark Souls inspired Camera Lock On / Targeting system.
It was first developed and tested in Blueprints following the implementation of the people over at Lurendium, with this tutorial series: Part 1, Part 2, Part 3, and then converted and rewritten into a C++ module and plugin.
Get it from the marketplace or download the latest TargetSystem.zip
pre-built plugin zip from the Release page, and drop the content in your project's Plugins
folder.
Then, load up Unreal Editor, check the Plugins page and see if TargetSystem
plugin is enabled.
- Customizable with a set of options that can be overridden in Blueprints.
- Easy setup: only one Actor component to attach and a minimum of one functions to bind to input.
- Target closest enemy (Pawns by default, customizable with TargetableActors UPROPERTY).
- Break on Line of Sight when getting behind an object.
- Break Target when getting outside minimum distance to enable.
- Simple TargetLockedOn Widget included, can be customized / overridden.
- Option to control character rotation when locked on.
- Switch to new target with axis input (on mouse / gamepad axis movement).
- Two Blueprint implementable events on component on Target Locked On and Off.
- Adds a Pitch Offset at close range, the greater it is the closer the player gets to the target.
Check the Setup wiki page to get started, the Configuration to customize the system's behaviour, or Blueprint Functions and Events to learn more on these.
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To the people over at Lurendium for their amazing tutorials (Part 1, Part 2, Part 3)
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To Rayziyun on youtube (https://youtu.be/gaULDBoG_oE)
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To Grzegorz Szewczyk for his awesome Dynamic Targeting component
MIT License.