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2020-04-11_09:24:51

Character

A type of Pawn. Used for humanoid things that walk, run, jump, and similar. Has a Capsule, used for collision detection, as its Root Component. Has an Arrow, to show the forward direction which is along the X axis. Has a Skeletal Mesh for the visual representation and (possibly) ragdoll physics. Has a Character Movement Component for handling movement. The Character Movement Component controls how the character can walk/run/jump/etc. Controller inputs are forwarded to the Character Movement Component. Knows if it is walking/running/swimming/falling/etc. The Character has a Player Controller. Not sure what this means.

To make a particular Character class the main player Pawn type, selected it as the Default Pawn Class in the project's or level's Game Mode. Or create an instance of the Character class in the level and select one of the players in Details Panel > Pawn > Auto Possess Player.

The Character Movement Component is "hidden". Not really hidden, but used through high-level input member functions on Pawn. Functions such as AddMovementInput.

[[2021-05-30_19:28:15]] Character Movement Component

[[2020-03-10_21:29:17]] Actor
[[2020-04-11_09:21:04]] Pawn
[[2020-04-11_11:18:18]] Controller
[[2020-12-26_21:50:52]] Skeletal Mesh
[[2020-04-10_21:46:17]] Inputs
[[2021-01-03_17:40:41]] C++ Character
[[2021-05-30_19:28:15]] Character Movement Component