[GAUGING INTEREST] Time Dilation Targeting (VATS, Dead Eye, Etc)

I’ve hashed out a rough version of the Time Dilation Targeting (TDT) system found in a lot of AAA titles in recent years.

Update 1: Basic Targetting

Update 2: Component Targeting and Quick Fire Hitscan Implementation

Update 3: Customizable line of sight culling, UI, and hit calculations with some simple camera effects

Update 4: Skeletal body part targeting, outlining, hit detection and calculation

Update 5: Youtube video showing a massive number of components and commands executed in order.

I have the framework in place to continue building on it, but I want to see if there is interest from the community for a marketplace asset (I don’t usually do FPS myself, so it’s not much use to my games).

It’s being built as a Component BP, the goal being to open a FPS template project, add this component, and bind the appropriate controls (Enter TDT, switch targets, queue attack, cancel TDT, etc) and have a functioning system (ease of start up is a big goal here). All code is being done in blueprint currently, and will continue to be so everyone can implement their own logic to expand and personalize it with UI, sounds, cinematic cameras, etc.

I am looking at three examples in particular: Red Dead Revolver, Fallout, and Call of Juarez for examples to be supported through options. These three all implement the system with a decent amount of variety: manual targeting, auto targeting, time dilated, no time dilated, limb targeting, calculated hits, etc.

Manual/Automatic targeting is already supported, as well as calculations on whether or not the actor being shot at should be hit, through both hitscan (line traces) and mathematical calculations (Fallout).

These systems are obviously very game-specific as far as how they are set up, so I am wondering if anyone would be interested in such a system and what kind of systems you’d like to see able to be replicated with the component add-on.

Currently ONLY targeting first person pawns, but I’d be interested to see the interest level for third person camera implementation.

Any feedback is appreciated, but remember this is still very early :slight_smile:

Update the main post with progress A simple hitscan weapon implementation with component targeting. What you see is TDT starting, component selection, one command issued per component (two seperate actors with 5 components each), followed by then an execution command.

Speed of fire command execution is adjustable. This one is set to something like .1 seconds, no time dilation (quick draw-esque).

Added Skeletal Mesh part tracking, highlighting, hit detection, and per-part hit calculation.

Forgot to comment on this - Yeah I would like this :slight_smile:

A new update!

Update 5: Youtube video showing a massive number of components and commands executed in order.

I am in the process of making as much of what I have put into this generic and easy to implement. As a lot of how the system will perform is going to be game specific, I’ve been removing my implemented code in favor of additional hooks/indications of custom logic.

I think I will accompany it with a few videos/documents on how to implement popular features (highlighting of modular body parts, etc), but I want to keep my scope in check so it can be released.

If anyone has feedback on exactly what you’d like to accomplish in a system like this, please let me know! It will help me flesh out where to inject the hooks to let you do whatever you’d like :slight_smile:

Hi jwainwright, is your project still in development?