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+ Client-side calculations are now disabled by default. This can be enabled in the BP_NPCEyesSightComponent.
Update 1.1.0 - Now you can also use static meshes in regular actors. For example, doors or windows.
Update 1.0.2 - check documentation.
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This system uses points on the actor's skeletal mesh to pinpoint the actor. For example, the entire character can be behind a wall but part of his hand will look out from around the corner, then the NPC Eyes System will find him. This system works very realistically and will always find a character where PawnSensing can't handle it. You can add as many points as you want anywhere for your project's needs. If an NPC turns its head, this system also follows its gaze. You can adjust the range and viewing angle. All code is written in C ++ and works in the background thread for the best performance.
Eyes Sight System - PRO - PRO version with advanced features.
- Works in the background thread for the best performance.
- This system uses points on the actor's skeletal mesh to pinpoint the actor.
- All code is written in C ++
- Doesn't require knowledge of C ++
- NPCEyesSightComponent(Type: Runtime)
- NPCEyesPoints(Type: Runtime)
Number of Blueprints: 2 component and 4 BP for demo.
Number of C++ Classes: 2
Network Replicated: No
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64
Documentation: Link , Discord
Example Project: Included
Important/Additional Notes: None