Using FindTargetWithAxisInput with Gamepad TurnRate event you may want to multiply axis value(e.g. by 5) before pluging it to FindTargetWithAxisInput function, because gamepad is less sensitive than mouse, and it may not cross the border of starting searching for target.
I got "The targeting system" for free, it's more expensive than yours and has a very good rating but, for me, it was well worth buying yours instead. Very easy to follow and play with. The other one it's more customizable but it's a bit of a mess. Spent 2 or 3 hours and I wasn't able to do what I needed. With "Dynamic Targeting System" It took 10 minutes and it works flawlessly. Thank you so much for your work!
Buyed :) thanks man !! I use it on my game and the video will be release soon on my channel. I use a method to check the distance to change to the nearest target with tab and lock with scroll. That's very awesome.
hey man I was playing with this yesterday and I found that importing all three projects together the interfaces are all named the same but only magic works with magic ect. When I tried to rename the targeting interfaces unreal just crashed is there a way to do this the right way?
Is there anything you need to do to get Enable/Disable Camera Lock to work properly? Toggle works as expected, but both Enable and Disable Camera Lock don't appear to be doing anything. Am I missing something?
Hello thank for your system but i have a problem when i kill my enemy unreal said: Blueprint Runtime Error: "Attempted to access EnemyMaster5 via property K2Node_DynamicCast_AsIs_Targetable, but EnemyMaster5 is pending kill". Blueprint: DynamicTargetingComponent Function: Disable Camera Lock Graph: DisableCameraLock Node: On Deselected have you got an issue for this please i have paid for this and it's unpleasant to make an error thnks very much i wait an response
Hi ! Your work must have taken a lot of effort, but I have a question. I created enemies and a life bar, and I would like the life bar to show when I target the enemy, except I have no idea how to go about it... Maybe be likely am i making a reference to my enemy's parent inside the component?.. i'm stuck haha
Hey! actually it should be quite simple to achieve. When you look at BaseTarget blueprint in demo project, they implement interface IsTargetable, this interface comes with a functions OnSelected / OnDeselected which gets called when actor is respectivly selected & deselected, and this should be a place where you can add your logic to show / hide health bar.