Quick answer: Require a clear line-of-sight trace to a target before applying any slowdown or magnetism, and drop assist the moment the target is occluded.

Players feel their reticle drag toward enemies through walls, effectively wallhacking. Aim assist never checks visibility. Adding a line-of-sight gate fixes the exploit. Here is how.

How to fix it

1. Require line of sight

Before applying slowdown or magnetism to a candidate, trace from the camera to the target's hit zones; if the trace is blocked by world geometry, exclude that target from assist entirely.

2. Distinguish slowdown from magnetism

Apply gentle stick slowdown (rotation friction) when crossing a visible target and stronger magnetism only when actively firing at a visible target, so assist never pulls toward unseen enemies.

3. Pick the best visible target

When several targets are in the cone, choose the closest-to-reticle visible one and re-evaluate visibility each frame, dropping assist instantly when the target breaks sight so it cannot trace through cover.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.