I could not find real info on this except basic tutorials on crosshairs so I figured I’d just ask.
For a turnbased tactical project I am trying to figure out how to implement a crosshair that rotates depending on the position of the “aiming” pawn and the position in 3D space the mouse is pointed at.
It should basically slide along meshes and stick to them file facing the player pawn or more specifically the weapon.
A very similar example would be the men of war assault squad manual aim crosshair.
Something like this but without the red crosshair.
What would be the best way to approach this?
I thought about using a mesh with child meshes to make it dynamic depending on range to target and just rotate/normalize it according to the data of a line trace/hit result.
Does that sound efficient?
If there are better solutions I would highly appreciate input from you guys.
Can it be done via UMG or something?
I am still an ue4 newbie, basically a hobbyist so my theoretical idea might be horrible