# HardLockAim

HardLockAim uses exactly the rotation of the target actor, with rotation offset applied.

<figure><img src="https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FOFkLZQLoGF7C5qNCfg9Y%2Fhardlockaim.png?alt=media&#x26;token=951f3712-4814-4c14-9a72-fa0079c78c4a" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th width="130.33333333333331">Parameter</th><th width="122"></th><th>Description</th></tr></thead><tbody><tr><td>Rotation Offset</td><td></td><td>Rotation offset applied to the target actor in target's local space. Respecatively for roll, pitch and yaw.</td></tr><tr><td>Quat Damping</td><td></td><td>Damping time when <em>Use Quat Damping</em> is enabled.</td></tr><tr><td>Aim Target</td><td></td><td>The aiming target actor. You should specify it in node <code>CallCamera</code> in blueprint.</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>


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