As an aspiring Game Developer, I appreciate your knowledge. Learned a lot and learned what I am lacking in knowledge TY!
@ReidsChannel4 жыл бұрын
**** 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.
@fireflyone1422 жыл бұрын
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.kanessuperbiatv64642 жыл бұрын
@@fireflyone142 I have the same problem. Did you ever find a fix?
@EagleTopGaming2 жыл бұрын
@@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?
@Opt4grunt2 ай бұрын
I'm Top down so it worked out
@Torbulous2 жыл бұрын
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.
@TrickyMellow9 ай бұрын
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.
@w47-p1e4 жыл бұрын
every video on this channel is so good!
@ReidsChannel4 жыл бұрын
Thanks :)
@itaytoledo78574 жыл бұрын
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!
@ReidsChannel4 жыл бұрын
Thanks :)
@umutakyuz63012 жыл бұрын
YES THIS TUTORIAL I WAS LOOKING FOR
@Rupertboijedi3 жыл бұрын
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!
@dog-xq5jw4 жыл бұрын
thanks for continuing to upload, these tutorials are really helpful for projects.
@ReidsChannel4 жыл бұрын
Thanks :) glad to hear it
@dinomaster382 жыл бұрын
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!
@psyco4452 Жыл бұрын
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)
@alizeight14822 жыл бұрын
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
@s.kanessuperbiatv64642 жыл бұрын
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
@wubwub38592 жыл бұрын
i dont have the targetable component when i try to search it i dont find it can u help
@raulhidalgo2167 Жыл бұрын
is there any way to debug or even draw on the hud the targeting cone?
@midasgold93794 жыл бұрын
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
@ReidsChannel4 жыл бұрын
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
@midasgold93794 жыл бұрын
i'll look into this, thank you
@outwithjohn70384 жыл бұрын
Could you do a rocket launch system lock like what they use for Ace Combat
@pet6188 Жыл бұрын
what do i do if i want to lock on two targets at the same time?
@KlamerR694 жыл бұрын
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 !
@ReidsChannel4 жыл бұрын
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
@lewisturnbull9903 жыл бұрын
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
@ReidsChannel3 жыл бұрын
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.
@timsonss4 жыл бұрын
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
@LoneWolf60634 жыл бұрын
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
@ReidsChannel4 жыл бұрын
Hey I'll consider it for one of my future tutorials
@LoneWolf60634 жыл бұрын
@@ReidsChannel thank u very much
@shanev20614 жыл бұрын
is there another way to do it without event tick because that is expensive to run on multiplayer and thanks for the awsome tutorial
@ReidsChannel4 жыл бұрын
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
@aidandoesstuff20013 жыл бұрын
would this work in 3rd person?
@ReidsChannel3 жыл бұрын
yes
@bludbafMcgraf3 жыл бұрын
WOW... they really just completely ripped off Borderlands??? Dang thats disrespectful