I’ve done a rough version of an aim indicator that moves that actual player mesh to the point where the trace collides (triggered with right click) but I’d like the option to use a different kind of marker (mesh or particle) and leave the player mesh alone.
My main issue is that I don’t what kind of functions I should be researching.
It’s currently not the most elegant solution. I still need to figure out how to keep the mesh indicator on the floor when the trace is below a certain height threshold, relative to the player.
If anyone can point me in the right direction I’d be very grateful.
I think the trace in Dishonered has a max distance, as soon as it reaches that withouth hitting anything it will just should another trace down in world space (0,0,-1). Probably also with a max distance, just incase you are standing next to a cliff. If it hits something it will show the effect at the hit location. The blink effect could just be a child actor in my opinion. This way you could make a seperate blueprint out of it with it’s own componetns etc…
Thank you, you’re absolutely right - I was trying to draw objects. Here’s a set up with a basic child object that has the visibility toggled on when aiming. A trace down on the collision point and a MoveTo node.
[Here’s the Blueprint][2] if anyone would find it helpful.
Also - what happened to ShareSnippet for blueprints?