+ [Support] AesTargeting - A Tab-Targeting solution

My first available C++ code plugin has been released on the marketplace, AesTargeting!

I’ll leave the explanation from the Marketplace page here since it explains what this plugin does very well:

*I will be updating this thread with a youtube video on how to set up the component and interface on any Player Controller by tomorrow at the latest.

This thread will also be for support for the plugin, and I will try my best to reply to any problems/feedback as soon as possible!

Cumulative Change Log:

1/12/2017:
4.13 + 4.14 update!

Added the class ‘AesTargetingSort’ - Create via ‘Add Blueprint Class’ to customize your sorting methods.
Added function node ‘Change Sorting Class’ - Used to change which class is being used to sort targets during runtime.

11/22/2016:
4.14!
Fixed an issue where an Actor that was being focused, while not implementing the interface would not default to its center location, and would instead send a vector of 0,0,0.
Added an Actor input pin to the Targeted and UnTargeted Events that contain a reference to which Actor caused the event to fire.
Minor code optimizations

Updated to 4.14

Change Log:
4.14!
Fixed an issue where an Actor that was being focused, while not implementing the interface would not default to its center location, and would instead send a vector of 0,0,0.
Added an Actor input pin to the Targeted and UnTargeted Events that contain a reference to which Actor caused the event to fire.
Minor code optimizations

Maybe I’m doing something wrong, but I can’t find the targetable interface. I attached the player targeting component to my player controller just fine but I have no targetable interface to set it up to. Can you show how to set this up? Thanks

I have posted a video on how to initially set up a project with the plugin. It goes through adding the component to a Player Controller, adding the Interface to an Actor, and briefly goes over some of the settings on the component. Hope this helps!

Awesome, thanks for the video. Now that I know how to implement it I’m very satisfied with this product. Thanks again for the quick response and video.

@Aesais
Question (or maybe it’s a Feature request)?

Hi I’m considering this plug-in, I want to know about using the right analog stick to select targets. I see in your tutorial video the “tab” targeting which indicates that it will be easy to assign “left” and “right” inputs to scrub through targets, but what about targets that are high up or below you?

Is is set up to accept directional input to reflect the preferred target to select based on their position on screen? (up-left, to select a more “upward-left” target. down-right to select a more “downward-right” target).
If not, would you consider adding it?

Interesting idea. Currently it sorts from left to right, but I could probably do some magic to make it a bit more dynamic. No promises as to when I’ll be done (working on finishing up a dynamic inventory system), but definitely going into the next update for AesTargeting.

@Aesais

Good to know! :smiley:

Oh I highly recommend checking out the targeting system in ReCore, they did a really good job I think, and it could be a solid point of reference :smiley:

Decided to take a break from the Inventory system and code the Blueprint custom sorting method.

http://puu.sh/tgdNz/83567bd0e4.png

Will be uploading the 4.13 and 4.14 plugin + project (contains examples in the screenshot) tomorrow evening.

Edit/Update - Ran into issues with packaging initially, but problem solved. I have a test project created and tested for 4.13. Now slowly (0.14 MiB/s) downloading 4.14.2 to create and test a project based on the latest version.
Edit 2 - Plugin updated.

Yes! this is what I was hoping for! :smiley:

Updated to 4.16. The only real change made was white-listing Android as a supported package.

Great plugin. I was able to modify it for my needs. I ended up grabbing a tutorial off youtube to create this target ring that I’m using for now and add it into this target plugin. I also have the npc target frame turning on/off with targeting.

Update:

AesTargeting 4.17 was pushed a few days ago to the marketplace team, and is still pending an update to the storefront.

I was working on a side project within blueprint and wanted to sort an Actor array by distance. I didn’t want to use for-each loops within blueprint to do so, and so I exposed the function within the Sorter UObject to blueprint. It is a little clunky since it requires constructing a Sorter UObject, but it will allow specialized boolean sorting logic this way.

After the current 4.17 version that is queued gets updated, I’m going to push another update that will include this functionality.

Updated to 4.18.

I updated the sorting function to work with any array of Actors that you throw at it, and so the sorting can now be used outside of the targeting component. The function is still named after ‘targeting’, but I hope to expand upon this a bit more in the future.

External call:
http://puu.sh/ybgrL/981a4c042c.png

Internal sorting function:
http://puu.sh/ybgok/90adcb796f.png

Keep in mind that this is a make-shift setup, and will also require an implementation of the sorting class. I will be including the updated demo project with an example soon.

How do i make the actors rotation face the target? ie so you are always facing the tagert when you press f to lock on.
Cause the camera turns to face the target but not my character.

I didn’t hard code for the controlled pawn to rotate towards the target. I may include this in the 4.19 release though. For now you should be able to make a workaround in the controller to force the controlled pawn to face the component’s target with a ‘Set Actor Rotation’ (if there is one).

Example, but include an IsValid macro check before accessing the target from the component: Blueprint: Getting an object to LOOK at another object - World Creation - Epic Developer Community Forums

PS: It appears that the forum upgrade killed my subscription status on this thread. Sorry for the late reply c( ⁰ :wavy_dash: ⁰ )੭