The laser and Rangefinder blueprint is NOW available on the marketplace.
Laser Rangefinder Overview Video:
Tutorial: How to add to an existing project:
UPDATED
Laser Rangefinder V1.2
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Change log:
CHANGED**Laser Color - Made it easier to change the color of laser. relocated and re-labeled Sample colors to be less confusing ADDEDLaser dot - Laser now draws a “laser dot” at hit location.
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Description:**
The Rangefinder displays distance to target at the default cross-hair location/center of screen. Metric and Imperial measurements are both used and can be easily customized. It comes preset to automatically convert measurements upward for example, 1000 m would convert to 1 km. The points at which the conversion starts can be easily adjusted to suit project needs. The Rangefinder Information is sent to an easily customized Widget and can be set to any location in the HUD with ease.
The Laser-sight Targeting Beam is a Custom Particle beam effect that can be easily attached to weapons or various weapon attachments and changed to any color. The beam draws from a start location to an end location and is aligned with the cross-hair point in the center of the screen.
Project notes:
The Text output of RNG can be easily changed to anything you would like. by default i have it set to display “RNG: (distance) (unit)” ex: “RNG: 100m”.
Transition points are set to 1000 m to 1 km or 1583 feet to 0.3 miles (Both the Range output text and Conversion points can be easily changed in the rangefinder widget)
Open up the Particle effect “P_LaserBeam”.
Select the “Initial Size” Emitter Module.
Click the expand button (little triangle) on “Start Size”, then “Distribution” and then “Constant”.
Change the Constant X Y Z values to the new size.
Change the Laser color:
Variable: “LaserColor”
VariableType: Linear Color
Blueprint: “LaserSight”
Function: “LaserInit”
To change the laser color, Simply open up the “LaserSight” blueprint select Class Defaults. You can adjust the RGB scale of the laser color here. Remember, RGB works on a scale of 0-1. If you go above the value of 1 you enable Emissive color. Inside the “InitLaser” function is where we set the Laser color parameter of the particle effect. Inside this function I have also included two sample colors as local variables for reference.
*I recommend using the value of R:10 G:0 B:0 for a basic red laser. *
The laser draw distance controls how far the laser draws/shoots in front of the player. This can easily be adjusted in the “LaserSight” blueprint. With class defaults selected simply input a new value for the variable “LaserDrawRange”. Note this value is in “unreal units”
1 Unreal unit is equal to 1cm. Our default draw range is: 5000uu = 5000cm or 50m
Hey guys just wondering if people would like a tutorial on how to add a “Player killed player at 1200m” message using the system. or if I should just add the widget in to the demo. Which would you prefer?
I just downloaded and checked the pack to see if the update had finally been pushed through, Sadly, My pack hasn’t been updated yet with the new files. I had sent the files in a week ago.
Hello. I am trying to integrate your rangefinder into my UI. While the text displays OK, the RangeDistanceWidget is not displaying at all. If you can provide me with any assistance on how to intergrate your rangefinder into an already existing UI, I would be gratefull.