Pulse Player Targeting is an EQS-driven targeting system for Unreal Engine 5. It handles the full loop of finding, scoring, locking, switching, and committing targets for a player character, and gives you clean hooks to drive your gameplay systems.
What it does
Finds candidates with EQS. Targetable actors register themselves against gameplay tags. A supplied EQS generator pulls them as candidates, and a set of targeting-focused EQS tests score and filter them (camera alignment, movement alignment, priority, on-screen visibility, stickiness). Caches and exposes the best target. Each player has a component that runs the query on a timer (or per tick), caches the sorted results, and exposes the best target plus a change event you bind to. Soft-lock and hard-lock. Use the auto-refreshed cache for a soft reticle, or lock a specific target and cycle between targets and body parts with a screen-space flick. See Demo project for more information. Per-target priority and positions. Each targetable has a priority and one or more aim positions (default plus socket-anchored extras for body parts). Server-authoritative commit. When the player commits (fire, lock-on), the choice is validated and stored on the server through an overridable validation policy. Event hooks. Targetables know when they become or stop being targeted, and composite enemies built from child actors can aggregate that across their parts. These hooks are what drive highlights, audio, and AI awareness. How it is structured
When to use it
Use it for any game where the player needs to acquire and switch between targets: action games, shooters with lock-on, character action / soulslike camera locks, twin-stick or top-down targeting, and similar. It is built around the player’s view and intent, with an optional authoritative layer for multiplayer.