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Descrição

Description

Kinetic Homing Dash System is a feature-rich Unreal Engine gameplay system designed for creating fast-paced homing attacks and traversal mechanics inspired by high-speed action and platforming games.

Automatically detect nearby targets, launch the character toward them, track moving objects in real time, chain attacks between multiple targets, dash through dynamically placed rings, and seamlessly transition back into player-controlled movement.

But the system goes far beyond the homing dash itself.

Targets can have health, deal damage, reward rings, move in response to incoming attacks, support individual limb targeting, automatically chain into the next available target, and much more. A complete ring collection and loss system, free-directional dash, checkpoint system, HUD elements, health widgets, camera behavior, and a fully playable example level are included to help you quickly integrate and customize the system for your own project.

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Documentation

Dynamic Homing Dash

Automatically detect the nearest valid target and launch the character toward it with smooth homing movement.

Targets aren't required to remain stationary. The system can continuously track moving targets during the dash, allowing enemies and objects to move or react after the attack has already begun.

Optional spinning provides visual movement during the attack, while configurable target repulsion can bounce the character away after impact. This sets the player up for chaining attacks, platforming sequences, or giving the player time to select their next target.

A configurable maximum homing time prevents the character from pursuing an unreachable target indefinitely, while surface detection automatically cancels the homing dash when an obstacle comes between the player and the target.

Automatic & Manual Targeting

Choose between automatic targeting and player-controlled manual targeting system.

  • Automatic targeting can locate the nearest available target and optionally lock onto the next closest target after an attack, smoothly rotating both the character and camera toward the new target for fluid attack chains.

  • Manual targeting uses the player's look input to select targets, with an on-screen targeting widget providing immediate visual feedback. Automatic lock-on can also be broken when the player's look input passes a configurable threshold, keeping control in the player's hands.

Dynamic Ring Dash - (No Spline Required)

Create smooth ring-to-ring traversal without forcing the character to follow a predetermined spline.

As long as nearby rings are within the configured detection range, the system dynamically finds the next closest ring and smoothly moves the character toward it. This means the path can react to the rings that actually exist in the world. Dash through part of a sequence, leave it, return later, or approach the same ring layout from another direction.

For quickly building ring paths, the included BP_Ring_Spline makes it easy to generate entire lines and curves of rings. The spline is used for placement, not to constrain the ring dash itself.

When using BP_Ring_Spline, you can also optionally have the camera smoothly follow the spline during the ring dash for more cinematic high-speed sequences.

Target Health, Damage & Reactions

Turn targets into interactive combat objects with configurable health and damage behavior.

Targets can display health through an included health widget system, while the Health Widget Manager prevents unnecessary UI clutter by displaying target health only when the player is within a configurable range.

Targets can also:

  • Move or react when the player begins homing toward them

  • Spin and bob to draw attention or identify special targets

  • Repel the character after being hit

  • Reward rings when destroyed

  • Automatically transition targeting to the next available target

  • Be embedded within AI characters for multi-limb targeting

And any compatible target can become a hazard by simply enabling Is Damage Actor?, allowing the same system to support enemies, traps, obstacles, and other damaging objects.

Ring Collection & Ring Loss

Collected rings are automatically tracked and displayed through the included HUD.

Targets can reward rings when destroyed, with spawned rewards automatically moving toward the player for satisfying collection feedback.

When the player takes damage, collected rings can burst outward around the character, fall into the environment, and remain available for a limited amount of time. Before disappearing, the rings begin blinking to warn the player that time is running out.

Optional character blinking provides additional visual feedback after taking damage.

Free-Directional Dash & Multi-Dash

When no homing target is available, the same input can perform a regular free-directional dash instead.

The character dashes in the direction the camera is looking, allowing the mechanic to remain useful even when there is nothing to attack or interact with.

Enable multi-dash functionality and configure the maximum number of consecutive dashes to fit your game's movement design.

Multi-Limb Targeting

Homing targets can be attached to individual parts of an AI character, allowing the player to target specific limbs or regions rather than treating an entire character as a single target.

This opens the system to boss encounters, destructible body parts, weak points, large enemies, and more complex combat mechanics.

Checkpoints & World Reset

An included checkpoint system allows the player to return to the last checkpoint reached after dying, falling out of the level, or triggering a reset.

The system handles player respawning and world restoration with a seamless fade-to-black transition, making resets feel like a polished part of the experience rather than an abrupt restart.

Included Playable Demo

Explore the system through a fully playable example level built to demonstrate its major features in actual gameplay.

The demo includes multiple setup examples and reference implementations showing how different mechanics can be configured, combined, and adapted for your own project.

Feature Highlights

Homing & Targeting: Nearest-target detection • Moving-target tracking • Automatic target chaining • Manual look targeting • Breakable lock-on • Multi-limb targeting • Target widgets • Obstacle detection • Maximum homing time

Movement: Homing dash • Free-directional dash • Multi-dash • Attack spinning • Target repulsion • Dynamic ring dash • Optional spline-following camera

Targets & Combat: Target health • Range-based health widgets • Damage actors • Moving/reactive targets • Target bobbing and spinning • Ring rewards

Rings: Ring collection • HUD ring counter • Magnetic reward collection • Ring loss on damage • Physics-based ring drops • Timed disappearance • Warning blink

Supporting Systems: Damage feedback • Character blinking • Checkpoints • World reset • Fade-to-black transitions • Playable demo • Example setups

Formatos incluídos