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ZenBlink Documentation

ZenBlink Documentation / ZenBlink Target Component

ZenBlink Target Component

It can use the midpoint between a character’s eyes, a head bone or socket, or any tagged scene component. This is useful for conversations, group scenes, and gaze setups where characters need to find targets automatically.

1. Add a Target

  1. Open the Blueprint for the actor that should become a target.
  2. In the Components panel, select Add.
  3. Search for ZenBlink Target.
  4. Add the component.
  5. Select the required Target Source.
  6. Compile and save the Blueprint.

The target actor can also own a regular ZenBlink component. A MetaHuman can therefore follow another MetaHuman while also publishing its own eye or head position.

2. Follow the Target

  1. Select the ZenBlink component on the character that will follow.
  2. Set Movement Mode to Follow Tag.
  3. Set Target Tag to the same value used by the ZenBlink Target component.
  4. Set Follow Tag Range to the required tracking distance.
  5. Adjust Follow Smoothing to soften movement from a moving target.

ZenBlink selects the closest valid target with the matching tag. The character’s own actor is excluded, so two or more characters can use the same target tag without selecting themselves.

When a target moves outside Follow Tag Range, movement temporarily changes to Random. Follow Tag tracking resumes automatically when a matching target returns to range. A range of 0 provides unlimited tracking.

3. Target Sources

Eyes

Eyes mode generates a transform at the midpoint between the left and right pupil bones. The position and rotation are updated from the current skeletal-mesh pose whenever the target is resolved.

The default MetaHuman bones are:

Use this mode when another character should make eye contact with the target character.

Head mode uses the world transform of the selected head bone or socket.

The default MetaHuman bone is:

Use this mode when gaze should be directed generally toward the target’s head.

Other

Other mode uses a scene component carrying the specified Component Tag. It supports custom points such as a hand, prop attachment, interaction location, or manually positioned scene component.

To configure it:

  1. Add or select a scene component on the target actor.
  2. Add a unique value to that component’s Component Tags array.
  3. Set the ZenBlink Target component’s Other Component Tag to the same value.

Other Component Tag refers to a Component Tag, not an Actor Tag.

4. Variable Reference

5. Blueprint Functions

Resolve Target Transform

Returns the current target transform in world space.

This function can be used when a Blueprint needs the target point directly.

Get Target Proxy Actor

Returns the actor that owns the ZenBlink Target component.

Get Resolved Tagged Target

This function is available on the following character’s ZenBlink component.

Use this function when a child component Blueprint needs to pass the resolved actor or transform into its own animation pipeline.

6. Target Selection

7. Targets Without the Component

Follow Tag can also use a regular actor with a matching Actor Tag. In this case, the actor’s world transform is used as the target.

The ZenBlink Target component is recommended when the gaze point must follow a character’s eyes, head, or another moving component.

8. Troubleshooting