Hi there i was wondering how i’d go about creating the targeting system from sifu in blueprints? I’m already able to get the closest enemy and have a reference to it however i’m not sure how to make the player strafe around the enemy like in sifu. I have attempted this by using an event tick and “find look at rotation” however sometimes the “find look at rotation” doesn’t work and makes me look in the wrong direction and using the event tick would affect performence quite badly right? Any ideas are much appreciated!
No. Not at all.
Can you show us the “find look at rotation” script?
So i actually deleted all of the original logic lol but when i went to go try again to show you. It started to work how it should be somehow. However i do still have a question do you have any idea how i can make the transition between targeting and not targeting smoother? I tried to achieve this with a timeline which did work for going from not targeting to targeting but i couldn’t find a way to reverse it if going from targeting to not targeting (if that makes sense) I’ll send my blueprint and a video showing an example.
Instead of Set Actor Rotation
, try:
To smooth it, you could try:
I see you fiddle with control rotation bools because the Control Rotation was getting in the way. You should be able to achieve what you want with the above without the bools. If you managed to get it to work with Set Actor Rotation
, that’s fine too, I guess - albeit fiddly.
Thanks this worked i stuck to actor rotation as control rotation only moves the camera and also i had to change the interp speed to 10 but thanks!
That’s what these are for:
You get to choose how Pawns handle Control Rotation, if at all.
Good luck!
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