As for bullets not locking on, are you calling the autotarget func for every shot? Or do use a separate lockon function triggered by a key press? If using a dedicated target lock func, you’ll probably want to make an actor type variable from the return of find nearest actor ( just right click teh blue pin on it and promote to var). Then use that actor reference for the targeting maths. As for missing the target, if enemy is moving, the projectile is going to be aimed where target was when fired. When setting up the lookatrotation, you could do something like target postion + its forward vector * speed to aim a bit in front of them. Or, depending on the design of the game, you could use an AI pawn which follows the player around and shoots thing. Like the pods in Nier Automata. AI controllers can use perception system and its prediction sense to hit moving targets. In theory, you might be able to do that on a player too. I’ve never tried that so not surre where to start.
Here’s a tut showing how to set up AI prediction tho: