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Multiplayer Turret Documentation
  • 💬Welcome!
  • Tutorial
    • ‼️Getting Started
    • ⚒️Creating Your Own Turrets
      • Method 1 - Child Blueprints
      • Method 2 - Data Table Entry
  • Fundamentals
    • ↕️Configuration
      • Audio
      • Targets Config
      • Targeting Config
      • Rotation
      • Idle Rotation
      • Barrel Rotation
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On this page
  • Overview
  • Fire Rate
  • Projectile
  • Distance Preference
  • Default Distance Preference
  • Use Prediction
  • Aim At Camera Component
  • Use Fixed Collision Mesh
  • Targeting Rate
  1. Fundamentals
  2. Configuration

Targeting Config

Brief explanation of how to configure the targeting section

PreviousTargets ConfigNextRotation

Last updated 1 year ago

Overview

Fire Rate

This is the delay between each shot. Default is 0.067 as it matches the sound that comes with this asset. Adjust this to suit your custom turret.

Projectile

This is the projectile that is fired from the turret, there are two available by default, the first being a slower projectile and second a higher velocity projectile, keep in mind the velocity of the projectile directly affects the targeting prediction.

Distance Preference

Choose from Nearest/Middle/Furthest, this setting is used for three or more targets.

Default Distance Preference

Choose from Nearest/Middle/Furthest, this setting is used for two or less targets.

Use Prediction

Enables prediction, turret will lead it's shot. The amount of lead depends on the velocity of the projectile, a lower velocity needs more lead and has a smaller chance of hitting a moving target.

Prediction only works if the target has a movement component, by default UE's "Get Velocity" node only works if the target has a movement component.

Aim At Camera Component

If the target has a camera component, the turret will aim directly at that, this gives the player a better indication where they are getting hit.

Use Fixed Collision Mesh

Enabling this makes the Collision Mesh static, this can prevent some jerkiness if a target is near the edge of the collision mesh, it's also more performant to have a static collision mesh.

Targeting Rate

Delay between each check for overlapping actors inside the collision mesh, higher value means less checks and will result in slightly higher performance, recommended to keep it at default or slightly higher value.

Debug Options

Enable these to see visibility traces and make the collision mesh visible.

This concludes the Targeting Config.

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