Gazing and Blinking can e realized with the ''VHGazing'' component. It also implements blinking.
There are different methods to:
*`GazeTo(FVector Target)`: gaze to a position given as world-space vector
*`GazeTo(FVector Target)`: gaze to a position given as world-space vector.
*`GazeToActor(AActor* GazeTargetActor, FVector Offset = FVector::ZeroVector)`: gaze to an actor, potentially giving an offset in world-space to be used from that actor's location.