
Image showing the TargetingHandler component, as seen in the Entity Inspector.
Targeting Handler Overview
Functionality
Selection Offset
Knowledge Processing
Stat driven values that determine how long a target needs to be detected to beceome part of the “active knowledge” of the unit. Applies to players as well, as the targets will be non-selectable if unknown.
Memory Processing
Targeting Cursor
Interaction Range Field
A unique Sense Field.
Collider that defines the most immediate interactable targets.
Gives “In Interaction Range“ cross reference to the senses targets.
Setting Up Your Targeting Handler
API
// GS_TargetingHandlerIncomingEvents::Handler overrides
bool RegisterTarget(AZ::EntityId entity) override;
bool UnregisterTarget(AZ::EntityId entity) override;
bool RegisterInteractionRangeTarget(AZ::EntityId entity) override;
bool UnregisterInteractionRangeTarget(AZ::EntityId entity) override;
AZ::EntityId GetInteractTarget() override { return interactTarget; };
// Local Methods
virtual void CheckForTick();
virtual void ProcessClosestInteractable();
ProcessAllInteractables
Determines the closest target, then processes the type that target is: Interactable/Item. Then sets the SelectedTarget to that single target.
Get Nearest methods fulfil the Processing, as well as AI checks.
Has Target of type. Query the database.