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  • Emerald Components (Required)
    • Animation Component
      • Creating an Animation Profile
      • Opening the Animation Viewer
    • Behaviors Component
      • Creating an Aggressive AI
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      • Using the Align AI Settings
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    • Health Component
      • Setting up an AI's Health
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      • Creating an AI's Sound Profile
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    • Adding and Removing Optional Components
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    • Decal Component
      • Applying the Decals Component
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    • Footsteps Component
      • Applying the Footsteps Component
      • Setting up the Footsteps Component
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      • Applying the IK Component
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      • More Info on the Animation Rigging Package
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    • Sound Detector Component
      • Applying the Sound Detector Component
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    • Target Position Modifier Component
      • Setting up the TPM Component on an AI
      • Setting up the TPM Component on a Player
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      • Creating a Reaction Object
      • Included Reaction Objects
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      • Creating a new Footstep Surface Object
      • Setting up a Footstep Surface Object
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      • Setting up an AI with the Setup Manager
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      • Duplicating an AI
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      • Opening the Animation Viewer
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      • Adjusting the Combat Text Settings
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    • Integrations
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  • Applying the TPM Component
  • Setting up the TPM Component on a Player

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  1. Emerald Components (Optional)
  2. Target Position Modifier Component

Setting up the TPM Component on a Player

Last updated 1 year ago

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Applying the TPM Component

Applying a TPM Component to a Player is a different than applying it to an AI as it is a required component for any player damage scripts or the included General Target Bridge script, which give AI the ability to send damage to the player. For this tutorial, it is assumed that you have applied the General Target Bridge script to your Player, or at least a Player Damage equivalent script. This will automatically apply the TPM Component to your Player.

Setting up the TPM Component on a Player

When the TPM Component is first added, you will have a warning message at the top of the component.

To resolve this, you will need to open the TPM Settings and apply a bone transform form inside your player to the Transform Source.

Note: It is recommended that this is one of an Player's spine transforms as these typically have the best results and remain consistent.

You will then see a Gizmo drawn on your Player object indicated by a red sphere by default.

Note: You can then make any adjustments using the Height Modifier within the TPM Component and the changes will be seen on the spherical Gizmo.

Important: Ensure that the gizmo does not go into the ground or go above the Player as this could make a target undetectable to AI.

Ensure everything is working correctly by watching the Target Position Modifier point during runtime. If your character controller supports crouching, ensure the position of the point properly adjusts to the height changes as it should continue to follow the set transform.