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File multimediali per l'articolo Pulse Player Targeting: 1

Descrizione

This project allows you to easily and quickly add a AAA-standard player targeting system. Pulse Player Targeting is an EQS-driven targeting system for Unreal Engine 5. It handles the full loop of finding, scoring, locking, switching, and committing combat and interaction targets for a player character, and gives you clean hooks to drive your gameplay systems.

⚠️There’s camera lock-on in the demo map but it’s provided only as an example, not as a fully fledged feature. This is purely a targeting system.

🎮 Download Demo

💬 Discord - Join our community!

Documentation

🎞️ Videos

💪 Strengths
  • Built on EQS. Targeting logic lives in standard Environment Query assets, so it is debuggable with the EQS testing tools, tunable by designers, and never a black box.

  • Modular scoring. Mix camera-alignment, movement-alignment, priority, on-screen visibility, and stickiness tests, and more to author the behavior visually in the EQS editor.

  • Soft-lock and hard-lock in one. A single cache feeds both the soft reticle and the hard-lock candidate pool, so switching targets and body parts reuses the same data.

  • Performance-minded. Queries run on a timer with per-component staggering, the supplied tests are cheap, and the hot paths have been profiled.

  • Multiplayer-ready. Client-side UX by default, with an optional server-authoritative commit channel and an overridable validation policy.

  • Clean events. A best-target-changed event plus per-target event hooks drive highlights, audio, and AI awareness with no polling.

  • Blueprint and C++. Async find nodes for Blueprint, BlueprintNativeEvent override points, and a fully exposed C++ API.

  • Tested. Ships with an extensive automation test suite covering the selection, caching, switching, commit, and event logic.

Features
  • EQS generator that sources targetable actors from a tag-bucketed registry.

  • Targeting EQS tests: directional alignment (camera / movement / actor forward via swappable contexts), per-target priority, camera-frustum visibility filter, and sticky-target hysteresis.

  • Per-target priority (0 = highest) and Body-part targeting with one or more aim positions per target (default plus socket-anchored extras).

  • Screen-space directional switching: flick to the next target or body part, with a configurable cone, cardinal snap, same-actor bias, and priority bias.

  • Owner gameplay-tag gating: pause a query, or pin the locked target to the top of the cache while the query keeps refreshing.

  • Blueprint async find nodes and equivalent C++ callback APIs.

Formati inclusi