Soulslike Framework Docs
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  • Animation Notifies
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      • Register Attack Notify
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  • Components / Managers
    • Player Specific Components
      • Input Buffer
      • Action Manager
      • Combat Manager
      • Interaction Manager
      • Inventory Manager
      • Equipment Manager
      • Ladder Manager
      • Progress Manager
      • Save/Load Manager
      • Radar & Radar Element Components
      • Central Debug Component
    • Shared Components
      • Stat/Attribute Manager
      • Status Effect Manager
      • Weapon Collision Manager
      • Buff Manager
      • Loot Drop Manager
    • AI-Only Components
      • AI Interaction Manager
      • AI Behavior Manager
      • AI Combat Manager
      • AI Boss Manager
  • Extending Functionality
    • Using Motion Warping
    • Custom Saving/Loading
    • Adding New Settings
    • Extending Weapon Animsets
    • Weapon Specific Impact Sounds
    • Resetting Enemies After Resting
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  1. Components / Managers
  2. Player Specific Components

Radar & Radar Element Components

PreviousSave/Load ManagerNextCentral Debug Component

Last updated 3 months ago

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The AC_RadarManager is a component responsible for managing the Radar/Compass UI in the framework. It tracks cardinal directions, player orientation, and important tracked elements dynamically. The system updates based on camera movement, ensuring efficient and optimized performance.

It is added to the PlayerController class by default (PC_SoulslikeFramework).

How It Works

  • Initialization

    • The Initialize function sets up all necessary properties such as the UI element, provided cardinal entries & the player icon.

  • Interval Based Updates & Optimization

    • The Update Timer is controlled by SetupUpdateTimer(), which pauses updates when necessary.

  • Cardinal & Element Tracking

    • The RefreshCardinals function adjusts the position of the provided cardinal letters based on the camera rotation using calculation methods to ensure correct alignment.

  • Tracked Elements (RefreshTrackedElements())

    • Dynamically updates tracked icons (e.g., quest markers).

    • Uses TrackedComponents[] to store active elements.

    • Icons clamp at a fixed radar range, preventing off-screen distortion.

Example Usage