Lock-On Target Setup
Overview
The LockOnTarget is a Scene Component used to specify the potential point/location where the lock-on system should be focusing on.
The potential target location will be detected as long as the following conditions are met,
- the LockOnManager component is activated by the player
- the LockOnTarget component is visible on screen (when seen from the player's camera view)
- the LockOnTarget component is located within the search radius of the LockOnManager
You can add more than one of these LockOnTarget components inside your actor/character.
These can be used to register multiple target points inside an actor, for example to represent separate target points on a character's limbs or head, or maybe a vehicle's doors or wheels.
For further reference, see Content/LockOn360/Demo/Blueprints/Actors.
The following examples of how to use the LockOnTarget component are included there,
-
TargetBall
Used to demonstrate single target lock-on.
-
TargetCharacter
Used to demonstrate multiple target lock-on.
How to add a Lock-on Target
- Navigate to the character/actor blueprint that you wish to use as your target, open the file.
- Press the Add Component button
(top left section of the editor, inside the component tab) . - Add one or more LockOnTarget components as required.
You can adjust the placement of the LockOnTarget from the Viewport editor of your actor's/character's blueprint.
The component can be attached to a bone/socket if required, it can be accessed from the details tab.
Lock-on Target properties
The following is a list of properties that can be customized for each LockOnTarget component.
-
OwnerLabel
The displayed label of the actor/pawn/character where this target point is placed on.
If no value is assigned, the display name of the actor/pawn/character will be used as the default value.
-
TargetLabel
The displayed label of this specific target point.
If no value is assigned, the display name of the LockOnTarget component will be used as the default value.