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Sight components are an integral part of any sight, whether internal or attachable. Attachable sights are of class GBDirectSight, but will include a GBSightComponent blueprint component.
You may want or need to have internal sights, and these also use the GBSightComponent blueprint component. A lot of the standard sight properties will be irrelevant (for example relating to magnification).
The most useful/pertinent properties of the sight blueprint component are listed below:
Sight Type
Possible sight types are:
Fail Safe
Folded down and not in normal use. Essentially a cosmetic item in Ground Branch.
Iron Sight
A mesh providing a sight picture in conjunction with a front sight post. Usually inbuilt.
Red Dot
A non-magnified projection-based/holographic sight
Optical
A simulated optical sight (implemented using scene captures).
Post Modifier
An optical or other device placed in front of a sight to modify the sight picture. For example, the AN-PVS22 night vision sight.
Pre Modifier
An optical or other device placed behind a sight to modify the sight picture. For example, the G33 magnifier.
Default Zero Distance
The default zero distance in metres
Optic Radius
If you don’t know what this is, you probably don’t need to use it
Min Offset
The minimum amount the sight can be offset for zeroing
Max Offset
The maximum amount the sight can be offset for zeroing
Min Magnification Level
The minimum magnification (for adjustable optical sights)
Max Magnification Level
The maximum magnification (for adjustable optical sights)
Default Magnification Level
The default magnification (1.0 for iron sights, and so on)
Stat Key
Currently unused
Material Index
See First Person Material
below.
First Person Material
Higher quality material to use when directly focused on this sight in first person mode. If valid, the game will use this in place of the normal material on the mesh at Material Index
material index.
Reticle Brightness Name
The name of the scalar parameter in the reticle material which controls the reticle brightness in the material.
Reticle Brightness Scale
The value to multiply the reticle brightness by when setting the Reticle Brightness Name
scalar parameter
When a sight is applied to a weapon, it will be automatically zeroed using the properties specified above. An adjustment will be calculated to the front sight post in order to achieve the desired zeroing, and this will be passed on to the weapon to implement via the animation blueprint.
See the latter examples in weapon blueprint code examples.