Gather candidates
Use sphere overlap, box overlap or registered actors as the source for your pipeline.
Composable awareness framework
Compose the pipeline.
Build the use case.
Gather candidate actors, filter them, combine your scoring rules and resolve a result for your gameplay. Start with the supplied blocks or implement your own in Blueprint and C++.
Download the Windows demo ↗ · Single-player Windows demo; Unreal Editor is not required.
0:00 Framework · 0:24 Interaction & challenges · 1:12 Targeting
Watch on YouTube
The framework
Each channel has its own pipeline. Evaluate it continuously or query it on input; compatible samplers can share raw results.
Use sphere overlap, box overlap or registered actors as the source for your pipeline.
Combine distance, cone, visibility, tags and interfaces with weighted distance, aim and screen-space scoring.
Choose the result for each channel. Your domain decides what it means and how the game responds.
Included examples
Contextual actions, prompts, press and hold behavior, cancellation and retry. Connect eligible actors to your own gameplay responses.
Hold, Mash, alternating inputs, directional QTE, timing and rhythm. A custom two-stage Blueprint mechanic shows how to extend the challenge system.
Focus, lock, aim and nearest selection, cycling and replaceable feedback. Interaction and targeting stay independent in the demo.
Make it yours
Duplicate the included Blueprints and widgets, change colors and layout, and connect your actors. Or add your own pipeline stages, domains, challenges and feedback. Both approaches use the same framework contracts.
Getting started
Watch the examples, read the documentation or share your use case.