Not a mouse aimbot with a controller hotkey. A neural network writing real stick values into a virtual Xbox pad.
Undetected by design · Instant delivery · Trained for Fortnite (stylized characters)
There is a gap in this whole category and controller players fall straight into it. The AI aimbot scene grew out of mouse aim: detect the enemy, compute a pixel offset, move the cursor. Every popular open-source project started there, and the ones that added “controller support” mostly added a way to trigger a mouse aimbot from a gamepad button.
On controller that is the wrong output. Fortnite picks your input mode from your most recent input — one mouse movement and you are a KBM player, with no aim assist and different button prompts, holding a controller.
NeyraX is built the other way around. A neural network reads the screen, and the correction is written as an actual right-stick value into a virtual Xbox 360 controller. Your physical pad is hidden from the game so there is only ever one device steering. To Fortnite, nothing unusual is happening — a controller player is aiming.
A mouse aimbot can teleport the cursor: it sets an absolute delta and the crosshair is there. A stick cannot. A stick sets a rotation *speed*, so the aim has to accelerate, travel and stop — and stopping is the hard part. Overshoot on a stick turns into a wobble around the target, which is exactly the shake people recognise as a bot.
That is why a controller aimbot is a control problem, not a detection problem. NeyraX handles the stopping with velocity-gated stabilisation: intentional flicks pass straight through, but the tiny frame-to-frame noise that would ring the stick is filtered out before it ever reaches your camera.
Because you stay in controller mode, Fortnite keeps applying its own friction and slowdown near a target. We tested with it off, expecting cleaner control, and got the opposite: without aim assist the aim was measurably shakier. The game’s own damping absorbs small overshoots before they show up on screen.
Set aim assist to 100% and leave it. On controller it is doing half the smoothing work for free — and it only exists if your aimbot keeps you on controller input.
ViGEmBus provides the virtual gamepad. HidHide hides your real pad so the game does not receive two inputs at once. The engine reads your physical stick over XInput so its correction adds to what you are doing rather than fighting it. Three moving parts, all kernel-level or driver-level, all silent when they break.
NeyraX ships and configures all three, and verifies at startup that they are genuinely active — because “installed” and “working” are not the same thing, and the difference is invisible until your aim feels wrong for a week.
Detects enemies at 150+ FPS, any distance, any skin — retrained on real matches every update.
Velocity-gated stabilization kills detection jitter before it hits your crosshair.
External only — no injection, no memory reads. The game sees controller input, nothing else.
Flick to a target and the engine finishes the last pixels. Overshoot-free.
Corrections blend into your own stick input. It amplifies your intent, not replaces it.
Sets up the AI engine, drivers, HidHide and your controller automatically. No terminals.
Launch week: 25% off with code NEYRAX25
No. The aim is written as right-stick values into a virtual Xbox controller. No mouse movement is generated, so Fortnite never switches you to KBM mode.
Yes, and you should. It stays active because you remain a controller player. In our testing it makes the aim smoother, not worse — it damps overshoot that a stick would otherwise turn into wobble.
A mouse can jump straight to a position. A stick only sets a turn speed, so the aim must accelerate and then stop cleanly. Bad stopping is what people see as bot shake. That braking is most of the engineering.
It runs on a Windows PC with your controller plugged into that PC. It is not console software.
Xbox, PlayStation (DualShock/DualSense), Victrix and essentially any XInput controller, wired or wireless.