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出品JankBane: Target Lock 1.0のメディア1

説明

Add configurable target locking to a third-person Unreal Engine project without adopting a complete combat framework.

Attach Target Lock Component to the player character and Target Lock Anchor Component to targetable actors. The runtime discovers registered anchors, scores candidates, maintains visibility, rotates the character/controller, switches targets in a screen direction, and can display a focused-target reticle.

FEATURES

• Native C++ runtime module with Blueprint-callable controls

• Distance, view-angle, and screen-center candidate scoring

• Stable third-person line of sight from Character Eyes by default

• Optional strict-camera and either-origin visibility modes

• Configurable 0.35-second continuous-obstruction grace and per-target visibility probes for partial cover

• Directional switching for keyboard/mouse, gamepad, and touch integrations

• Reusable Blueprint touch-swipe direction and target-switch helpers

• Native multi-touch demo controls for movement, camera look, lock toggle, arrows, and swipe switching

• Optional controller and character rotation

• Optional movement-speed and rotation-setting changes with restoration

• Optional camera offset with blend-in and blend-out

• Native amber focus reticle with a project-specific widget-class override

• Blueprint delegates for state and target changes

• Editor tooltips, focused display names, conditional fields, and advanced grouping across the public Blueprint API

• World subsystem with weak anchor registration

• Self-contained playable targeting arena with native Character, GameMode, PlayerController, HUD, targets, and deliberate occlusion gates

• Debug drawing and transition logging, disabled by default

INCLUDED

• Complete C++ source and plugin-owned content

• Polished self-contained offline HTML documentation

• Playable example map with keyboard/mouse, gamepad, and touch controls

• No required external plugin, project asset, input asset, or widget class

SUPPORTED RELEASE

Unreal Engine 5.8 on Win64. The customer package contains source, not precompiled binaries.

The included harness starts without project assets or another gameplay plugin. The reusable component only ticks while locking or blending a camera offset, and line-of-sight checks use a configurable interval.

NETWORKING NOTE

Optional owner-to-server controller-rotation synchronization is disabled by default. When enabled, the client caps updates to the configured rate and uses an unreliable RPC. Selected-target and lock state are not an authoritative replicated combat contract; multiplayer games must connect them to their own server validation and gameplay rules.

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