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Boneco Sinforoso
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The chosen code was TiroActor. This is because it is the simplest (cause less impact on performance) and supplies all needs.

I took out the other two shots (TiroPawn and TiroCharacter).

Event Shoot (Shooter Blueprint):

enter image description here

As I suspected, it did not make sense to use the Simple Move to Location function on actors that does not have support to execute it.

So you must set the target and also set the projectile to be HOMING.

So you set the Homing Target and the Homing Acceleration Magnetude.

Event to target setting and to defining aspects of the projectile (Projectile Blueprint):

enter image description here

This last part is optional, as it sets the rotation of the projectile so that it points to the target. If your projectile is a sphere, there is no need to put it.

Event to set the rotation of the projectile (Projectile Blueprint):

enter image description here

Links that helped me:

https://www.youtube.com/watch?v=oyNzsbTpGqg

https://forums.unrealengine.com/community/community-content-tools-and-tutorials/48896-homing-missile?77586-Homing-missile=

https://answers.unrealengine.com/questions/239188/rinterp-to-doesnt-slowly-change-character-rotation.html

https://www.youtube.com/watch?v=TCkFqSOdw6M&

The chosen code was TiroActor. This is because it is the simplest (cause less impact on performance) and supplies all needs.

I took out the other two shots (TiroPawn and TiroCharacter).

Event Shoot (Shooter Blueprint):

enter image description here

As I suspected, it did not make sense to use the Simple Move to Location function on actors that does not have support to execute it.

So you must set the target and also set the projectile to be HOMING.

So you set the Homing Target and the Homing Acceleration Magnetude.

Event to target setting and to defining aspects of the projectile (Projectile Blueprint):

enter image description here

This last part is optional, as it sets the rotation of the projectile so that it points to the target. If your projectile is a sphere, there is no need to put it.

Event to set the rotation of the projectile (Projectile Blueprint):

enter image description here

The chosen code was TiroActor. This is because it is the simplest (cause less impact on performance) and supplies all needs.

I took out the other two shots (TiroPawn and TiroCharacter).

Event Shoot (Shooter Blueprint):

enter image description here

As I suspected, it did not make sense to use the Simple Move to Location function on actors that does not have support to execute it.

So you must set the target and also set the projectile to be HOMING.

So you set the Homing Target and the Homing Acceleration Magnetude.

Event to target setting and to defining aspects of the projectile (Projectile Blueprint):

enter image description here

This last part is optional, as it sets the rotation of the projectile so that it points to the target. If your projectile is a sphere, there is no need to put it.

Event to set the rotation of the projectile (Projectile Blueprint):

enter image description here

Links that helped me:

https://www.youtube.com/watch?v=oyNzsbTpGqg

https://forums.unrealengine.com/community/community-content-tools-and-tutorials/48896-homing-missile?77586-Homing-missile=

https://answers.unrealengine.com/questions/239188/rinterp-to-doesnt-slowly-change-character-rotation.html

https://www.youtube.com/watch?v=TCkFqSOdw6M&

Source Link
Boneco Sinforoso
  • 681
  • 1
  • 20
  • 47

The chosen code was TiroActor. This is because it is the simplest (cause less impact on performance) and supplies all needs.

I took out the other two shots (TiroPawn and TiroCharacter).

Event Shoot (Shooter Blueprint):

enter image description here

As I suspected, it did not make sense to use the Simple Move to Location function on actors that does not have support to execute it.

So you must set the target and also set the projectile to be HOMING.

So you set the Homing Target and the Homing Acceleration Magnetude.

Event to target setting and to defining aspects of the projectile (Projectile Blueprint):

enter image description here

This last part is optional, as it sets the rotation of the projectile so that it points to the target. If your projectile is a sphere, there is no need to put it.

Event to set the rotation of the projectile (Projectile Blueprint):

enter image description here