Gaming How-To

Aniimo: How to Lock-On to Targets in Combat

The exact button and key for locking on across PS, Xbox and PC, plus the camera settings that keep the lock stable.

The exact button and key for locking on across PS, Xbox and PC, plus the camera settings that keep the lock stable.

Image: Pawprint Studio

Locking on in Aniimo pins your camera and attacks to a single enemy, so your Pathfinder keeps facing the target instead of drifting off when several creatures crowd the same spot. It works the same way in every fight, and it takes one input to switch on.

Quick answer: On a controller, press in the right analog stick (R3). On keyboard and mouse, press the Tab key. Your camera and attacks then focus on the chosen enemy.


Lock-on controls for PS, Xbox and PC

The lock-on input is a single press, not a hold. Do it while you are attacking or facing an enemy, and the game snaps its focus onto that target.

Setting Up Sphere Trace For Objects01:13Setting Up Sphere Trace For Objects
The Blueprint graph displays a Sphere Trace For Objects node. Shown at 01:13 in Gorka Games’s video. Image: Pawprint Studio
PlatformLock-on input
PlayStationRight stick press (R3) PlayStation R3 right stick press for lock-on
XboxRight stick press Xbox right stick press for lock-on
PCTab key PC Tab key for lock-on

If a controller is connected but the inputs do not respond, open the Controls tab and switch the active input from keyboard to gamepad. Aniimo starts with keyboard and mouse active even when a controller is plugged in.


What lock-on does in a fight

With lock-on enabled, one enemy controls both your view and your attacks. Your strikes follow the selected target rather than your current movement direction, while the camera keeps that enemy visible. This is particularly useful when multiple Aniimo from the same species crowd an area, making it difficult to know which one your attacks are reaching.

Trace Settings & Object Types02:18Trace Settings & Object Types
The Blueprint Sphere Trace For Objects node shows Radius 125.0, Pawn object types, and Draw Debug Type For Duration. Shown at 02:18 in Gorka Games’s video. Image: Pawprint Studio

Because it is a single press, you can lock on the moment a fight starts and release the focus just as quickly if you want to pick a different enemy.

Creating BP_Enemy Pawn04:45Creating BP_Enemy Pawn
The BP_Enemy Blueprint editor displays a newly created pawn class. Shown at 04:45 in Gorka Games’s video. Image: Pawprint Studio

Lock-on and camera settings to change first

Several helpers that keep the lock stable are off by default. You will find them under Settings > Game in the Gameplay options. Turning these on makes both combat and catching noticeably easier, and each one can be toggled on its own.

Event Tick & Target Validation03:25Event Tick & Target Validation
The Blueprint graph shows Event Tick connected to a Validated Get reading Hit Target. Shown at 03:25 in Gorka Games’s video. Image: Pawprint Studio
SettingValueEffect
Auto Lock-On After AttackOnKeeps a target locked after you land a hit.
Always Follow the Locked-on TargetChase CameraKeeps the camera involved while locked on.
Auto-Adjust Camera When Not Locked OnOnCamera tracks the target while unlocked.
Auto-Approach Target When Using SkillsOnMoves you into range when using a skill.
Target Lock-On Indicator LineOnDraws a line to the locked target.

Mouse players who dislike the camera snapping to enemies can leave Auto Lock-On After Attack off and still use the manual Tab press whenever they want to focus on one target. Controller players who lose enemies mid-attack should turn it on for stronger camera help.

Testing Unlock Functionality06:34Testing Unlock Functionality
The Blueprint event graph shows Tab input branching to set the Target Lock state and camera rotation logic. Shown at 06:34 in Gorka Games’s video. Image: Pawprint Studio

Test each option separately during a regular battle with multiple enemies nearby. Fighting only one target cannot confirm that the camera tracks the enemy you intended to attack.


How to confirm the lock worked

You know the lock is active when the camera settles on one enemy, and your attacks keep facing it as you move. With the Target Lock-On Indicator Line turned on, a line points to the creature the game currently considers locked, which is the clearest way to check which target your next hit will land on during a crowded fight.

Placing BP_Enemy in Level05:19Placing BP_Enemy in Level
The BP_Enemy actor appears in the level viewport. Shown at 05:19 in Gorka Games’s video. Image: Pawprint Studio

If the view keeps pulling toward an enemy you did not choose, the cause is the automatic camera behaviour rather than sensitivity. Adjust the lock-on options above before touching camera sensitivity, since lowering sensitivity will not stop the camera from snapping on its own.