Pighaus Games Docs

These docs describe 1.3, which is in testing. The version on Fab is 1.1: read its docs.

Point of interest valuesOlder engines

Every shipped Point Of Interest Preset as a block you can paste straight onto a new asset. For 5.3 to 5.7, where the plugin installs without content.

Builds for 5.3 to 5.7 ship without content, so the six Point Of Interest Presets the 5.8 build carries aren't there. Every one is below as a block of text you paste onto a new preset. Points of interest says what the settings do.

Making a point of interest#

  • 1

    Create the asset.

    Right-click in the Content Browser, choose Miscellaneous → Data Asset, and pick Blendable Point Of Interest Preset. Name it after the preset you're recreating.

  • 2

    Copy a block.

    Copy the block for the preset you want from below. It's the whole preset on one line.

  • 3

    Paste it in.

    Open the asset, unfold Advanced at the bottom of the panel, and click Paste beside Copy Or Paste The Whole Point Of Interest. It can be undone.

  • 4

    Save, and give it to a point of interest.

    Set it as the preset on a Blendable Point Of Interest component or actor.

The shipped points of interest#

PointOfInterest_LockOn#

(Settings=(Trigger=Manual,LookAtStrength=0.400000,InputAuthority=0.400000,OrientationRequest=Aim,OrientationRequestThreshold=1.000000))

PointOfInterest_LookAt_Body#

(Settings=(Trigger=LookAt,MaxActivations=1,ActiveDuration=5.000000,InnerRadius=800.000000,LookAtStrength=0.100000,InputAuthority=0.100000,OrientationRequestThreshold=1.000000,FOVStrength=1.000000,TargetFOV=50.000000,Focus=(FocusTarget=Director)))

PointOfInterest_LookAt_Default#

(Settings=(Trigger=LookAt,ActivationCooldown=2.000000,ActiveDuration=5.000000,InnerRadius=600.000000,OuterRadius=1025.644043,LookAtStrength=0.200000,InputAuthority=0.150000,OffsetSpace=World,FOVStrength=1.000000,TargetFOV=50.000000,Focus=(FocusTarget=Director)))

PointOfInterest_LookAt_Focus#

(Settings=(Trigger=LookAt,InnerRadius=2000.000000,OuterRadius=2200.000000,LookAtStrength=0.200000,InputAuthority=0.200000,OrientationRequest=Strafe,OrientationRequestThreshold=1.000000,FOVStrength=1.000000,TargetFOV=40.000000,Focus=(FocusTarget=Director)))

PointOfInterest_LookAt_FocusCCTV#

(Settings=(InnerRadius=2000.000000,OuterRadius=2200.000000,LookAtStrength=0.200000,InputAuthority=0.300000,OrientationRequest=Strafe,OrientationRequestThreshold=1.000000,CameraMode=FromDirector,FOVStrength=1.000000,TargetFOV=50.000000,ShakeStrength=0.000000,AmbientShakeSuppression=1.000000,TransientShakeSuppression=1.000000))

PointOfInterest_LookAt_Infinite#

(Settings=(LookAtFullAngle=180.000000,LookAtCutoffAngle=180.000000,InnerRadius=2000.000000,OuterRadius=2200.000000,LookAtStrength=0.200000,InputAuthority=0.300000,OrientationRequest=Strafe,OrientationRequestThreshold=1.000000,FOVStrength=1.000000,TargetFOV=50.000000))

If a value looks wrong#

These are exported from the shipped assets rather than transcribed, as of 1.3, and every block was pasted back onto a fresh asset and checked against the one it came from. A block from a newer version than your plugin may name a setting yours doesn't have yet: the paste skips it and carries on. If a paste behaves differently from the demo, report it. It means the export and the asset have drifted, which is a bug at my end.