World Scanner relies on two things in order to function, a BPI (Blueprint Interface) and an AC (Actor Component).
The BPI(BPI_ScanInterface) is what gives us the ability to see if an actor is scanable or not. If it is, we call the 'Scan' function within the BPI.
The AC(AC_ScanComp) is the one responsible of storing the specific details about the object. What that detail is, is completely up to you!.
I currently have it setup so you have to write in manually what you want to track - i did this mainly because of the amount of customization you're then able to do!
You wont be locked down to anything, and got (almost)full freedom on what you want to display.
Features: (Please include a full, comprehensive list of the features of the product)
Number of Blueprints: 25 (Including WBP's - However, only two to be concearned about
Input: (If any, please include which methods of input are preconfigured (Gamepad, Keyboard, Mouse... etc.)) Keyboard & Mouse
Network Replicated: (Yes/No) No
Supported Development Platforms:
Windows: (Yes/No) Yes
Mac: (Yes/No) Not sure
Documentation: Theres a Instructions.txt in the folder Content/WorldScanner - If you right click 'WorldScanner' from within Unreal, you can click 'Open In Explorer' to get to it
Important/Additional Notes: The tracking system should be fairly simple to apply to any project you see fit - Simply add the Scan component & the BPI to the actor you wish, and you're good to go !