
์ค๋ช
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.
โ ๏ธThereโs camera lock-on in the demo map but itโs provided only as an example, not as a fully fledged feature. This is purely a targeting system.
๐ฎ Download Demo
๐ฌ Discord - Join our community!
๐๏ธ Videos
๐ช 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.
โจFeatures
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.





