# ControlAim

*ControlAim* receives player input to control camera rotation. Though you do not need to specify an aim target, it's recommended to use the follow target, which is usually the character controlled by the player, as the aim target, since other components may be dependent on the aim target.

<figure><img src="https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FlgAcUV59c431pLjKpbiy%2Fcontrolaim.png?alt=media&#x26;token=7a8bfc55-da71-4a11-912e-bd26ab923cbf" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th width="140.33333333333331">Parameter</th><th width="161"></th><th>Description</th></tr></thead><tbody><tr><td>Enhanced Input</td><td></td><td>Whether you are using EnhancedInput. If true, the input will read from enhanced input. Otherwise, it reads from mouse input.</td></tr><tr><td>Look Action</td><td></td><td>The input action to consume camera rotation. Ensure this action is correct.</td></tr><tr><td>Consume Input</td><td></td><td>Whether to consume input. If set to false, will not consume input from player.</td></tr><tr><td>Aim Assist</td><td></td><td>A set of parameters defining aim assist.</td></tr><tr><td></td><td>Enable Aim Assist</td><td>Whether to enable aim assist.</td></tr><tr><td></td><td>Target Types</td><td>Types of actors that are taken for aim assist.</td></tr><tr><td></td><td>Magnetic Radius</td><td>Magnetic radius, in screen space.</td></tr><tr><td></td><td>Magnetic Coefficient</td><td>Magnetic coefficient defining the strength of magnetic force.</td></tr><tr><td></td><td>Max Distance</td><td>If the target actor has a larger distance to camera than this value, it will be ignored.</td></tr><tr><td>Recentering Params</td><td></td><td>A set of parameters defining whether and when to recenter camera to the <em>Heading</em> direction.</td></tr><tr><td></td><td>Recentering</td><td>Whether to enable recentering.</td></tr><tr><td></td><td>Reset Pitch</td><td>Whether to reset pitch to zero when recentering.</td></tr><tr><td></td><td>Heading</td><td>The heading direction in which camera recenters. <em>Target Forward</em> uses the <strong>following target actos</strong>'s forward direction as heading. <em>World Forward</em> uses the world space forward vector, i.e., (1, 0, 0), as heading. <em>Hard Forward</em> uses a hard specified forward vector. <em>Soft Forward</em> leverages two actors' positions to determine the heading.</td></tr><tr><td></td><td>Recenter Scheme</td><td>Scheme to recenter cameras. <em>Auto</em> auto-recenters camera. <em>Manual</em> means manually starts and stops camera recentering by using ControlAim's <a href="../../../blueprint-nodes-list/controlaim#start-recentering">StartRecentering</a> and <a href="../../../blueprint-nodes-list/controlaim#stop-recentering">StopRecentering</a> blueprint nodes.</td></tr><tr><td></td><td>Wait Time</td><td>How long will it take to start recentering since no input.</td></tr><tr><td></td><td>Recentering Time</td><td>How long will it take to finish recentering.</td></tr><tr><td></td><td>Recenter Range</td><td>Only do recentering when YAW between the camera forward direction and the heading direction is within this range. Used when scheme is Auto and heading is TargetForward.</td></tr><tr><td></td><td>Hard Forward</td><td>Specified hard forward vector.</td></tr><tr><td></td><td>Source</td><td>The actor whose position is used as the start point for <em>Soft Forward</em>.</td></tr><tr><td></td><td>Destination</td><td>The actor whose position is used as the end point for <em>Soft Forward</em>.</td></tr><tr><td>Horizontal Heading</td><td></td><td>Horizontal heading direction.</td></tr><tr><td>Horizontal Hard Forward</td><td></td><td>Specified horizontal hard forward vector.</td></tr><tr><td>Horizontal Source</td><td></td><td>The actor whose position is used as the start point for horizontal <em>Soft Forward</em>.</td></tr><tr><td>Horizontal Destination</td><td></td><td>The actor whose position is used as the end point for horizontal <em>Soft Forward</em>.</td></tr><tr><td>Horizontal Range</td><td></td><td>Camera yaw range, centered at <em>Horizontal Heading</em>. Within [-180, 180].</td></tr><tr><td>Wrap</td><td></td><td>Whether to wrap camera yaw.</td></tr><tr><td>Vertical Range</td><td></td><td>Camera pitch range in world space. Within (-90, 90). Will be overridden if using <strong>OrbitFollow</strong>.</td></tr><tr><td>Horizontal Speed</td><td></td><td>Horizontal rotation speed multiplier.</td></tr><tr><td>Vertical Speed</td><td></td><td>Vertical rotation speed multiplier.</td></tr><tr><td>Horizontal Damping</td><td></td><td>Horizontal rotation damping time. The X value is for acceleration, while the Y value is for deceleration.</td></tr><tr><td>Vertical Damping</td><td></td><td>Vertical rotation damping time. The X value is for acceleration, while the Y value is for deceleration.</td></tr><tr><td><p>SynTo</p><p>Controller</p></td><td></td><td>Whether to replicate camera's rotation to Controller.</td></tr><tr><td>SyncYawToAimTarget</td><td></td><td>Whether to replicate camera's yaw to aim target. This is useful when you want to set character's rotation in synchronization with this camera.</td></tr><tr><td>Aim Target</td><td></td><td>The aiming target actor. </td></tr><tr><td>Aim Offset</td><td></td><td>Position offset applied to target actor, in world space. Not applicable for this component.</td></tr><tr><td>Socket Name</td><td></td><td>Optional SocketName. If this socket can be found, its transform will be used. </td></tr><tr><td>Stage</td><td></td><td>Stage at which this component is executed. You can only change this property at the "Class Defaults" window.</td></tr></tbody></table>
