Automatically aim at any primitive component or bone on a skeletal mesh
An actor component written in C++ that can be added to any character and allows users to specify the collision channel they want to trace for targets in, how large the radius of the target tracing sphere will be, whether or not to target actors that are out of sight, which object types should be targeted, which bones on skeletal meshes should be targeted, and whether or not the camera should smoothly rotate when tracking targets.
Includes first-person and third-person character blueprints that use the Auto-Aim Component and can be set as the default pawn class and a HUD blueprint that can print a reticle texture to the screen.
Features:
Code Modules:
Number of Blueprints: 3
Number of C++ Classes: 1
Network Replicated: No
Supported Development Platforms: Windows, Mac, Linux
Supported Target Build Platforms: Windows, Linux
Example Project (UE 5.4)
Support email: williamdvarnier3@gmail.com