Skip to content

Latent_TargetLock

Nyntex edited this page Feb 8, 2025 · 6 revisions

ULatent_TargetLock

Inherits: UBlueprintFunctionLibrary

Since this is a latent action I require this static function to run it. This class is just to initialize the FLatentTargetLock and register it to the LatentActionManager.

Public Function

Type Identifier UFUNCTION Parameter
static void LatentTargetLock BlueprintCallable,
meta,
WorldContext= "WorldContext",
Latent,
LatentInfo= "LatentInfo",
ExpandEnumAsExecs= "InputPins,OutputPins",
Category= "Latent | TargetLock"
UObject* WorldContext,
FLatentActionInfo LatentInfo,
ETargetLockInputPins InputPins,
ETargetLockOutputPins& OutputPins,
UCameraComponent* CameraComponent,
TArray< TSubclassOf< AActor>> LockableClasses,
AActor* LockTarget = nullptr,
float MaxAngleToTarget = 40,
float AngleToStartLerp = 15,
float RotateSpeed = 4,
float HardRotateSpeedMultiplier = 10,
float MaxDistanceToStartTargetLock = 1500,
bool DoLineOfSightCheck = false,
bool ContinuousLineOfSightCheck = false

FLatentTargetLock

Inherits: FPendingLatentAction

This is the actual latent action handling camera rotation.

Clone this wiki locally