Unreal Engine 5.8 · Win64 · one runtime C++ module · Blueprint-first · full source
Is one of my own people standing in that shot?
Every AI shooter with allies needs the answer and almost all of them get it from a single line trace, which is wrong three ways at once: a bullet has width, a team-mate walks, and the answer arrives one frame late.
FireLane sweeps a lane of the projectile's real danger radius from muzzle to target, projects every friendly forward along its own velocity so the shot is judged against where people will be, and separates a hard block from a graze so the AI is neither reckless nor mute.
When the lane is blocked it does not just say no. It returns the sideways step that would clear it, and how long the blocker needs to walk out on his own — so the squad moves instead of standing there.
- Add a Fire Lane component to anything that shoots. Set its Team Id.
- Register the player pawn with Register Friendly.
- Call Can Fire (Target) before you pull the trigger.
UFireLaneComponent— the gate, with muzzle socket, team id and per-weapon overridesUFireLaneSubsystem— the registry of who counts as ours, and the per-frame trace budgetUFireLaneStatics— the rules as pure functions, usable from EQS, a decorator or an abilityUFireLaneSettings— Project Settings → Plugins → FireLane- A demo level that runs without pressing play
- Five automation tests over the rules that fail quietly
https://wiki.teufel-engineering.com/en/FireLane/documentation
Copyright 2026 Silvan Teufel. All Rights Reserved.
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© 2026 Silvan Teufel. All rights reserved.