Player Character can fly and has a 3D sphere radar. A large collider around the player will loop through all overlapping actors and “add them” to the radar at a repeating interval.
The “indicators” for nearby targets are represented by a static mesh child components that self destroy after a short moment. The 3D Radar is a child actor component within the player character, all logic is ran through this 3D Radar actor’s blueprint. The formula to determine the location of the overlapping actors and populate the 3D radar with “indicators” is as follows:
Note: When I test this using a debug line it works fine, but when I try to spawn an actor (and try and convert to relative transform) it breaks.