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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 ComponentAuto 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 → AddBPI_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.