Auto Aim Component [Aim Assist]

AUTO AIM COMPONENT
Auto Aim Component that mimics aim assist system.

Create an aim assist system with one component. Add to your character and call **StartTracing **function from your blueprint (e.g. when you start aiming. Typically this will be Left Trigger of your gamepad). The component will find the closest target and locks the your crosshair on to the character. To stop targeting you can call **EndTrace **function.

Tweak settings in Auto Aim Component for tracing distance for enemies, size of the trace, smooth aiming etc.

Features:

  • Aim assist system

Number of Blueprints: 1

**Input: **Gamepad, Keyboard, Mouse

**Supported Development Platforms: **Windows, Mac

Supported Target Build Platforms: Windows, Mac, Android, iOS

**Important/Additional Notes: **

Auto Aim Component is designed to work with both first person view and third person view.

For first person view, a camera component with bUsePawnControlRotation is required.

For third person view, a spring arm component with bUsePawnControlRotation is required.

Auto Aim Component automatically tries to find the required components at runtime. The component was designed like this so developers can have a seamless integration with their existing characters** :)**.

UPDATE 1.1

  • Added support for line of sight checking
  • Added Free-Look System (works better with gamepad)
  • Added Player HUD to show example usage of auto-aiming delegates
  • Fixed jittering issue
1 Like

How does it work with multiple targets? Your demo is one target only.

The auto aim component will target the closest target if there are multiple targets.

Can u update your demo to see how it behaves like that? If one target comes close while we have one locked on?

We have updated the demo build with multiple targets and we have added line of sight so if the enemy goes behind a wall player will not be able to auto-aim. Happy Auto-Aiming! :smiley:

Hey, I just purchased this and it seems like the free-looking options aren’t there, so the aiming locks on even when the pawn is behind objects. I’m using 4.18. I hope you can help!

Hi @, we apologies for the issue. We have confirmed on our side that the version via launcher has not been updated and we have confirmed that we have submitted the latest update to Epic. This is a technical issue from Epics side, we have contacted Epic and we will respond as soon as this issue is resolved. Apologies once again.

@ Component has been re-updated correctly, it was partly our fault for not checking the update, we will ensure that this doesn’t happen in the future. Kindly restart your launcher to see the new update if you haven’t done so. Thank you for informing us. :slight_smile:

You’re welcome! It’s all working fine now :slight_smile: