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I'm developing an FPS shooter in Unreal Engine 5 and currently working on the aiming mechanics for keyboard and mouse (KBM). I want to implement an aim assist system that uses ray casting to detect potential targets and scales assistance based on the likelihood of a hit. This likelihood should factor in:

  • Player and target velocity

  • Momentum

  • Coordinates

  • Distance

I'm new to UE5 and C++ development in this context, and I’m struggling to figure out:

  • How to perform ray casting in UE5 using C++ to detect targets.

  • How to use collision detection to determine if a target is hit.

  • How to calculate a hit prediction likelihood based on physics parameters.

  • How to scale aim assist dynamically based on that likelihood.

I’ve searched Quora and Unreal Engine forums but haven’t found a clear guide or example. Any help with code snippets, best practices, or relevant documentation would be greatly appreciated!

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  • \$\begingroup\$ I wouldn't recommend making your aim assistance "too smart" by varying the assist based on the likelihood of a hit. That will make the amount of assistance the player gets vary chaotically - two scenarios that otherwise look very similar to the player might get different likelihood estimates due to some detail of velocity or cover, and the player feels a different amount of pull or resistance on their input in each case. That makes the system harder to learn and use or compensate for. Instead, you usually want your aim assist to do something fairly simple and predictable, easy to get used to. \$\endgroup\$ Commented Aug 10 at 11:17
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    \$\begingroup\$ I also wouldn't recommend using raycasting to detect targets, because that's very inefficient. Instead, your code should ask for a list of nearby targets from something like an Enemy Manager or a physics overlap query. Then you can use raycasts in a second step to assess whether you have line of sight to those targets - firing just one or a small bundle of rays aimed at each target, instead of needing to scan your entire field of view looking for them. You can find C++ tutorials on raycasts in UE5 (called "line traces"). \$\endgroup\$ Commented Aug 10 at 11:22

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