Player Controlled

🎮 Player Control & Possession

Our turret system includes built-in player possession functionality that can be easily adapted to suit your custom characters and gameplay needs.

🔁 Possession Setup

By default, the demo project includes a setup where the DemoCharacter can possess a turret actor. However, you’re free to override this with your own character class or possession logic. Simply replace the blueprint logic handling possession in the turret or assign a custom pawn/character to trigger the possession.


🖥️ In-Game HUD Overview

Once the turret is possessed by a player, a custom HUD will display key combat and targeting information:

HUD Element
Description

Pitch Angle

Real-time readout of the turret’s vertical aiming angle.

Reticule Distance Type

Shows whether the fixed reticle is based on a flat projection or calibrated.

Calibrated Distance

The distance currently used to place the reticle accurately in the world.

Firing Status

Indicates “Ready to Fire” or displays a countdown for the next shot.

Fire Mode

Displays current fire mode (e.g., Auto, Barrage, Manual).

Ammo Display

Shows loaded ammo percentage and total ammo in reserve.


🎯 Reticule Calibration System

The targeting reticle adapts based on both manual and automatic calibration modes:

  • Manual Calibration: Allows the player to manually set the distance where the fixed reticle is positioned. This is useful for long-range precision or specialized firing patterns.

  • Auto Calibration Modes:

    • Socket Trace Calibration: Aligns the reticle based on a forward line trace from your firing sockets.

    • Target Distance Calibration: Automatically adjusts the reticle position to match the distance to the selected target.

This dynamic reticle system ensures the player always has visual and spatial context for where their shots will land, regardless of turret type or engagement range.

🔍 HUD Visual Elements Breakdown

Your turret HUD is designed to give precise, real-time targeting feedback. Here's what each visual element represents:

Element
Description

🟩 Green Square

The fixed reticle used for aiming. Its position updates during calibration.

White Circles

Represent the turret’s firing sockets. Visible only in full manual mode for precision.

🟥 Red Square

The current enemy target, updated in real-time.

⚪🞅 Outlined Grey Circle

The projectile prediction marker — shows where the target will be based on its movement.

This layout helps players effectively lead their shots, even against fast-moving targets. Whether you're manually controlling the reticle or using an auto-calibrated mode, this HUD ensures you’re always informed about where your firepower is headed.

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