Ue4 Targetsystemplugin Versions Save

Dark Souls inspired Camera Lock On / Targeting system plugin

1.3.3

8 months ago

1.3.2

9 months ago

What's Changed

Full Changelog: https://github.com/mklabs/ue4-targetsystemplugin/compare/1.3.1...1.3.2

1.3.1

11 months ago

What's Changed

Full Changelog: https://github.com/mklabs/ue4-targetsystemplugin/compare/1.3.0...1.3.1

1.3.0

1 year ago

What's Changed

Continuous Integration
Other Changes
  • Update example map to use Enhanced Input bindings (f33d552a)

Full Changelog: https://github.com/mklabs/ue4-targetsystemplugin/compare/1.27.0...1.3.0

1.27.0+5.0

2 years ago

1.27.0+5.0 (2022-04-09)

  • ue5 release

1.27.0

2 years ago

Plugin version 1.27.0 for 4.27

  • Adding support for Local multiplayer Split Screen

1.27.0+4.26

2 years ago

Plugin version 1.27.0 for 4.26

  • Adding support for Local multiplayer Split Screen

1.26.2

3 years ago

Fix missing declaration of UUserWidget when packaging plugin

1.26.0

3 years ago

Several small quality of life updates and minor tweaks (thanks to @josator)

  • Flag to allow Pitch input while targeting (look up/down).
  • Collision channel as UPROPERTY configurable in editor
  • StartRotating set to < 1.0 to allow usage with controller sticks
  • UFUNCTION to detect target system status on blueprint

Misc:

  • Added Test Map within Plugins Content folder.
  • Lowered PitchDistanceOffset value to have a slightly better view at close range by default
  • Set ShouldControlRotation to false by default

1.25.0

3 years ago

Added in this version:

  • Pitch Offset feature: Smoothly adjust the Pitch Offset of CharacterRotation (Y-Axis) based on the distance to target. It adds an offset to the Pitch to better see the action at closed range.
  • Init and Load WBP_LockOn Widget Blueprint from plugin Content folder in constructor.
  • Add ability to attach Widget Component on a specified Bone if the Actor has a MeshComponent.
  • Use CharacterRotation when failing to get a CameraComponent on the actor (needed for ALS v4)
  • Add a OnTargetSetRotation BlueprintAssignable event to take control over the Character Rotation.
  • Add GetLockedOnTargetActor() / IsLocked() BlueprintFunction.
  • Sticky Feeling when Switching to Target (thanks to @salarwalker). It changes the behaviour of the component when switching targets with Axis input (can be enabled / disabled)