FAQ
Last updated
Last updated
If you cannot find the answer to your question here, send me a message on the support .
The provided actor component will only rotate the speed vector of the projectile. Therefore, it will always maintain the projectile's current speed.
You can set / change the speed by updating the velocity vector of the Projectile Movement component.
You need to assign an actor reference to the AC_ProNav component so it knows which actor to intercept.
To do this, get a reference to the AC_ProNav component (which should be attached to your projectile) and update the "Target" actor reference variable.
No, the algorithm runs very resource-efficient. You can check out the free playable . In this level, there are 35+ missiles spawned simultaneously without causing any lag.
If you wish to spawn an incredibly large number of projectiles that use advanced guidance, you can either lower the tick rate of the AC_ProNav component, or use the lightweight Quaternion version provided in the pack.
Yes, network replicated versions of the ProNav component, missile, rocket launcher, and target have been added to the pack in a previous update.
Make sure the missile isn't exploding instantly when spawning. This could be happening because the missile launcher is placed inside of some collider.
It is always recommended to check out the collision channel responses of the missile's hitbox to ensure it is set up correctly for your specific use case.
Yes, I've created some videos showing off the guided missiles - you can watch them here:
Note that the assets used in these videos are not included in the pack. However, you can download them for free from the marketplace / other sources (see video descriptions).