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The Advanced Targeting System is a robust lock-on targeting solution designed for Unreal Engine projects, integrated within the Advanced ARPG Combat system. Its primary purpose is to enable precise and intuitive target selection and tracking, similar to lock-on mechanics found in souls-like games. The system addresses the need for smooth camera and character rotation toward a selected target, seamless target switching, and reliable target validation in dynamic combat scenarios. It is targeted at game developers working on action RPGs, third-person shooters, or other combat-focused genres requiring precise targeting mechanics. Unique features include customizable targeting parameters, automatic target validation, and a flexible interface for integrating custom targeting behaviors.

System Architecture

The Advanced Targeting System is built entirely in Blueprints, leveraging a component-based architecture to ensure modularity and ease of integration. The system centers around a core targeting component and an interface for defining targetable actors, with additional widget assets for visual feedback. Key components and their interactions are as follows:

- BP_TargetingComponent: Attached to a pawn (e.g., the player character), this component handles all targeting logic, including finding the closest targetable actor (prioritized by camera center proximity), switching between targets, validating line-of-sight, and updating the pawn’s controller rotation to face the target.

- BP_TargetingInterface: Implemented by targetable actors (e.g., enemies or NPCs) to filter valid targets and provide custom behavior, such as displaying a targeting widget or defining the targeting location.

- WBP_LockOn: A widget Blueprint used as the default lock-on visual indicator, displayed on targeted actors via a widget component. It includes a targeting dot texture for clear visual feedback.

Data Flow: The `BP_TargetingComponent` queries the scene for actors implementing `BP_TargetingInterface`, evaluates them based on distance, camera proximity, and line-of-sight, and selects a target. When a target is selected, the component triggers the `On Target Selected` event on the target’s interface, enabling custom logic like showing the `WBP_LockOn` widget. The component continuously updates the pawn’s rotation to face the target while lock-on is active.

Core Features

- Lock-On Targeting: Enables players to lock onto a target, automatically rotating the pawn’s controller to face it, enhancing combat precision and fluidity.

- Target Switching: Allows seamless switching to the closest target to the left or right, supporting dynamic combat scenarios.

- Line-of-Sight Validation: Checks for obstructions (e.g., walls) between the player and the target, ensuring reliable targeting.

- Customizable Targeting Parameters: Offers adjustable properties like targeting distance, rotation speed, and targetable object types for tailored behavior.

- Automatic Target Selection: Optionally auto-selects a new target if the current one becomes invalid (e.g., out of range or destroyed).

- Targeting Widget Integration: Includes a default lock-on widget (`WBP_LockOn`) to visually indicate the selected target, with support for custom widgets.

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