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Help with homing missile targeting

Hi, I'm working on a game similar to a tf2 mod called dodgeball (reference video: https://www.youtube.com/watch?v=CKrjBkc6Udw) in which there are 2 or more players and a homing rocket. The rocket chases after one particular player and that player has to then deflect the rocket by right clicking at the right time at which point the rocket turns around and chases after a player on the opposing team, speeding up with each deflect.

I have succeeded in creating a homing rocket which locks on to an object that I middle mouse while looking at using this tutorial video (https://www.youtube.com/watch?v=TCkFqSOdw6M) but I'm struggling to make it lock on to me and I can't figure out how to get it to lock on to a an object which will represent the enemy. I also don't know how I would go about changing the target of the rocket through blueprint. Any help would be appreciated as I'm a new programmer.

Here are some screenshots:alt text

Thanks in advance!

EDIT: I'm thinking of just making a box collider appear in front of the player in a small radius and then it destroys itself after 0.5 seconds and if the missile comes within the collider within that time it changes the missiles target to the enemy or something along those lines. The problem is I don't know how to change the target through blueprint.

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asked Jul 17 '16 at 02:34 PM in Blueprint Scripting

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Sozen
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avatar image calembendell Jul 17 '16 at 06:32 PM

Blueprints only or C++ ok?

avatar image Sozen Jul 17 '16 at 07:38 PM

I'm working with blueprints so that would be preferable but if I can implement a part of c++ into my existing project (If that's even possible) then that would work too.

avatar image fabianu Jul 19 '16 at 02:02 AM

It is very easy to use c++ with blueprints. The most simple way would be to use a blueprint function library. Every static function you write in a blueprint function library will be represented in the blueprint system as a single node which can then be called. simple, isn't it?

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