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Getting Started

Auto Aim Component is a Blueprint asset package. Migrate the core assets from the product project, add the component to your player, and implement the target interface on NPCs.

flowchart TD
  FAB["FAB project"] --> Migrate["Migrate Main assets"]
  Migrate --> Player["Add to player Character"]
  Migrate --> BPI["BPI_AutoAim on NPCs"]
  Player --> Input["Start Trace / End Trace"]
  Player --> Tick["Per-tick look-at update"]
  BPI --> Tick
  Tick --> Play["PIE test on demo map"]
  1. Open the Auto Aim Component project from FAB.
  2. In the Content Browser, go to Content → AutoAimComponent → Blueprints → Main.
  3. Select these three assets (Ctrl+click):
    • AutoAimComponent
    • BPI_AutoAim
    • CT_DistanceBasedAngle
  4. Right-click → Asset Actions → Migrate.
  5. Choose your project’s Content folder and confirm.
  1. Open your player character Blueprint.
  2. Add Component → Auto Aim Component.
  3. Review component settings in the Details panel.

Demo defaults (from the component CDO): Trace Distance 3000, Trace Size 100, Interp Speed 10, Use Smooth Aiming on, Types To Trace = Pawns.

The example FirstPersonCharacter drives the component from InputActionStartTargeting (press = Start Trace, release = End Trace).

Enemy actors must implement BPI_AutoAim:

  1. Open your target Character Blueprint.
  2. Class Settings → Interfaces → Add → BPI_AutoAim.
  3. Implement Get Skeletal Mesh Component — return the character Mesh component.

See ThirdPersonCharacter_NPC in the product project for the reference implementation.

StepAction
Input (pressed)Start Trace
Input (released)End Trace
Event Tick (while locked)Get Auto Aim Interface → socket location → Set Look At Start/Target Location
EventsBind On Auto Aim Started / Ended / Failed

Full wiring with worked examples → Add lock-on to your character.

Open Content → AutoAimComponent → Map → AutoAimComponentExampleMap and press Play. Walkthrough → Play the demo.