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"]
Migrate the assets
Section titled “Migrate the assets”- Open the Auto Aim Component project from FAB.
- In the Content Browser, go to Content → AutoAimComponent → Blueprints → Main.
- Select these three assets (Ctrl+click):
AutoAimComponentBPI_AutoAimCT_DistanceBasedAngle
- Right-click → Asset Actions → Migrate.
- Choose your project’s
Contentfolder and confirm.
Add the component to your player
Section titled “Add the component to your player”- Open your player character Blueprint.
- Add Component → Auto Aim Component.
- 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).
Make targets aimable (BPI_AutoAim)
Section titled “Make targets aimable (BPI_AutoAim)”Enemy actors must implement BPI_AutoAim:
- Open your target Character Blueprint.
- Class Settings → Interfaces → Add → BPI_AutoAim.
- Implement Get Skeletal Mesh Component — return the character Mesh component.
See ThirdPersonCharacter_NPC in the product project for the reference implementation.
Quick integration summary
Section titled “Quick integration summary”| Step | Action |
|---|---|
| Input (pressed) | Start Trace |
| Input (released) | End Trace |
| Event Tick (while locked) | Get Auto Aim Interface → socket location → Set Look At Start/Target Location |
| Events | Bind On Auto Aim Started / Ended / Failed |
Full wiring with worked examples → Add lock-on to your character.
Try the example map
Section titled “Try the example map”Open Content → AutoAimComponent → Map → AutoAimComponentExampleMap and press Play. Walkthrough → Play the demo.
Next steps
Section titled “Next steps”- Guides and worked examples → Overview
- Blueprint asset lookup → Blueprint reference
- Property and API lookup → Component reference