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Lock-On Target Setup

These steps are performed on the character/actor that you wish to use as a target.

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

LockOnUILines

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.

TargetExamples_Demo


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.

AddingLockOnTarget

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.

LockOnTargetAdjustment


Lock-on Target properties

The following is a list of properties that can be customized for each LockOnTarget component.

LockOnTargetProperties

  • 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.