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Overview

Hands-on walkthroughs based on AutoAimComponentExampleMap and the shipped demo Blueprints. Start with Play the demo if you have not run the example level yet.

flowchart TD
  Start["Play the demo"] --> LockOn["Add lock-on to your character"]
  Start --> Target["Make an aimable target"]
  LockOn --> BP["Blueprint reference"]
  Target --> BP
  BP --> Ref["Component reference"]
GuideWhat you will do
Play the demoRun the example map and trace the input flow
Add lock-on to your characterReproduce FirstPersonCharacter wiring on your pawn
Make an aimable targetImplement BPI_AutoAim like ThirdPersonCharacter_NPC

Complete asset migration first if the package is not in your project yet.

Copy these onto Auto Aim Component in your player Blueprint. Defaults below match the component CDO in the product project (verified via editor).

PresetTrace DistanceTrace SizeInterp SpeedSmooth AimingBest for
Demo default300010010OnShipped example feel
Forgiving lock40001508OnWider acquire cone, slower pull
Snap assist25008025OnFaster camera snap
Hard lock200060OffInstant rotation, tight cone

Optional toggles per preset:

PresetEnable Free LookingCheck Line Of SightOverride Socket
Demo defaultOffOffNone (closest socket)
Free-look shooterOn (Free Look Distance 10)OffNone
Head-onlyOffOnYour head socket name
Cover-awareOffOnNone
  • Content root: Content/AutoAimComponent/
  • Demo map: Map/AutoAimComponentExampleMap
  • Player example: Blueprints/FirstPersonCharacter
  • Target example: Blueprints/ThirdPersonCharacter_NPC
  • Package: Blueprints/Main/AutoAimComponent, BPI_AutoAim, CT_DistanceBasedAngle

Keep the Blueprint reference and Component reference open while editing.