Unreal Engine - Targeting System (1/2)

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  • Опубликовано: 15 янв 2025

Комментарии • 40

  • @ReidsChannel
    @ReidsChannel  4 года назад +21

    **** IMPORTANT ****
    I made a small mistake which I didn't realize till later. At 16:30 I use GetActorForward vector but instead you should get the camera component (just drag it in the FirstFirstCamera component on the left) and then get the forward vector of that. This is important because GetActorForward vector is only the direction the player is facing but not including the pitch. Using the camera's forward vector instead insures the pitch is included in the calculation.

    • @fireflyone142
      @fireflyone142 2 года назад +1

      I can't get the arrows to work I can drag in Bp_TargetMarker into the scene and the arrows work animation plays if I move my gun over I don't get anything but I can't shoot at anything won't fire a projectile like a lock on part is not working has anyone got this packaged up so I can download and find out where I am going wrong regards firefly

    • @s.kanessuperbiatv6464
      @s.kanessuperbiatv6464 2 года назад

      @@fireflyone142 I have the same problem. Did you ever find a fix?

    • @EagleTopGaming
      @EagleTopGaming 2 года назад

      @@fireflyone142 What version of Unreal? Can you put in print strings to and break points to see which parts are working and which parts are not?

    • @Opt4grunt
      @Opt4grunt 2 месяца назад

      I'm Top down so it worked out

  • @Opt4grunt
    @Opt4grunt 2 месяца назад +1

    As an aspiring Game Developer, I appreciate your knowledge. Learned a lot and learned what I am lacking in knowledge
    TY!

  • @Torbulous
    @Torbulous 2 года назад +1

    This video showed up on my feed after I finished setting up my target system the other day that I'm using for a Zelda style target lock on.
    It's crazy how similar our approach is, at least for the first half of this video. We are both using a separate component that you can attach to an object. My method for finding the target object is a bit different though, but I actually like how you're doing it so I might change mine. I ended up using whatever object that is in range and is closest to the center of the screen, so I had to convert the object location to screen space. Then get the screen resolution and do math and stuff.
    But yeah, I just thought it was neat how similar our code was.

  • @w47-p1e
    @w47-p1e 4 года назад +2

    every video on this channel is so good!

  • @TrickyMellow
    @TrickyMellow 10 месяцев назад

    Man thank you so much for this. I search the internet for this kind of targeting system tutorial but I just couldnt find it. Finally I got some clue on hwo to do my mech game.

  • @itaytoledo7857
    @itaytoledo7857 4 года назад +2

    Thank you so much! i was looking for somthing like this a long time, also everything you do is so helpful and easy to understand. Keep it up!

  • @dog-xq5jw
    @dog-xq5jw 4 года назад

    thanks for continuing to upload, these tutorials are really helpful for projects.

  • @umutakyuz6301
    @umutakyuz6301 2 года назад

    YES THIS TUTORIAL I WAS LOOKING FOR

  • @Rupertboijedi
    @Rupertboijedi 3 года назад

    Thank you for this tutorial! Was exactly what I needed! I didn't know you could set up components like that, I was messing around with line traces which messed up my project!

  • @psyco4452
    @psyco4452 Год назад

    Great stuff, wish it has the option of switch target on keybinding instead of closest range but might check others tutos to figure that out (aka i want to target by key but not fken lock on, on that target) exactly what your doing with a widget to :D (i use mounthed auto aim turrets on vehicle)

  • @dinomaster38
    @dinomaster38 2 года назад

    I am totally new to Unreal, and I am interested in making a simple multiplayer game. I followed your tutorial and it worked great! Thank you for creating it! It was easy to follow and I was able to follow along and understand it!
    I'd like to use it for spell casting. I was able to switch the Actor Class Filter in the Find Best Target function to Third Person Character, and now the target only appear over players, which is what I want. Then I wanted to create a "Darkness" spell, which creates a widget over the selected player's hud that is basically just a big black rectangle blocking that client's view. I created a custom function that creates the widget, but I can't figure out how to tell the widget to appear only on the client of the selected player. I know I am missing something simple, but as I mentioned I literally just started learning Unreal!
    I have other spells I want the player to be able to cast on other players as well. I want to use your targeting system to select the player, then have the spell affect only that target. I just don't understand how to reference the other clients.
    Any help you could provide would be most appreciated!

  • @s.kanessuperbiatv6464
    @s.kanessuperbiatv6464 2 года назад

    Great tutorial! Is there a way to have the targetting system also detect pawns / characters? I find that having it only search for actors is very limiting

  • @alizeight1482
    @alizeight1482 2 года назад

    Thank you for this tutorial really appreciated ... exactly what I looking for ... i face one problem with it what if enemy run to behind wall it doesn't make sense if i keep target it .. any tip or extra video for this... thank you

  • @raulhidalgo2167
    @raulhidalgo2167 Год назад

    is there any way to debug or even draw on the hud the targeting cone?

  • @wubwub3859
    @wubwub3859 2 года назад

    i dont have the targetable component when i try to search it i dont find it
    can u help

  • @pet6188
    @pet6188 Год назад

    what do i do if i want to lock on two targets at the same time?

  • @outwithjohn7038
    @outwithjohn7038 4 года назад

    Could you do a rocket launch system lock like what they use for Ace Combat

  • @lewisturnbull990
    @lewisturnbull990 3 года назад

    Hey man, idk if you still reply to questions on old videos but I was wondering how I would be able to change this to be multi-targeting instead of single targeting? Like the smart pistol from titanfall

    • @ReidsChannel
      @ReidsChannel  3 года назад

      Hey, you'd have to use an array or queue of targets . So instead of just finding one target you'd find all the valid targets in range, potentially with a max number of targets.

  • @midasgold9379
    @midasgold9379 4 года назад

    would it be possible to target projectiles with this system? i was working through the part at 14:00 and it didn't show projectiles in my list of object types

    • @ReidsChannel
      @ReidsChannel  4 года назад

      Yes it's possible. The reason projectile doesn't show in that list is because there is no collision channel or object type for "projectile" by default in UE4. You can go into you collision settings (Edit -> Project Settings -> Collision) and add a new Object Channel called Projectile and then it should show up in that list. Then, of course, you'd need to change your projectile blueprint to use that channel

    • @midasgold9379
      @midasgold9379 4 года назад

      i'll look into this, thank you

  • @KlamerR69
    @KlamerR69 4 года назад

    Hey man ! Awesome videos, BP like a pro. Could you please add this video to your playlist? You may consider dispatching your videos into their own playlists for the sake of separation of concerns :D
    You're doing a wonderful job, thanks a lot again !

    • @ReidsChannel
      @ReidsChannel  4 года назад

      Thanks for pointing out that this video wasn't in my playlist. I'm not sure how that happened. Yeah I might consider giving each video its own section but I'm not sure how beneficial that'll be

  • @LoneWolf6063
    @LoneWolf6063 4 года назад

    Hey could u do a sniper Aiming system, something like Call of Duty with the background outside the scope blurred . I cant find a proper tutorial and u explain extremely well

    • @ReidsChannel
      @ReidsChannel  4 года назад

      Hey I'll consider it for one of my future tutorials

    • @LoneWolf6063
      @LoneWolf6063 4 года назад

      @@ReidsChannel thank u very much

  • @timsonss
    @timsonss 4 года назад +1

    Hello, Reid! I love your stuff so I wanted to help you out as I can. Maybe I could make video thumbnails for you? For free, just wanna help out for all the complex stuff you are making

  • @shanev2061
    @shanev2061 4 года назад

    is there another way to do it without event tick because that is expensive to run on multiplayer and thanks for the awsome tutorial

    • @ReidsChannel
      @ReidsChannel  4 года назад

      Hmm, well it's really not that expensive... It's not like it's happening for thousands of objects, it's only happening for one, the player. there isn't really any great way to optimize it since it needs to happen each tick. You could limit the tick rate to like 30 FPS but again, there is no real reason to

  • @aidandoesstuff2001
    @aidandoesstuff2001 4 года назад

    would this work in 3rd person?

  • @bludbafMcgraf
    @bludbafMcgraf 3 года назад

    WOW... they really just completely ripped off Borderlands??? Dang thats disrespectful