Hi, I have multiple BP 3rd person Characters I want the player to be able to toggle through these characters using the C Key on keyboard. So they start the level with one 3rd person character, they press C and another BP 3rd Person character replaces the first one. They keep pressing C and toggle through 8 characters in total, and then going back to Character 1 after 8. Can anyone help with what the BP might look like here. Thanks
So there will only every be 1 BP character on screen at a time
what are the differences between characters?
If it is a just skeletal mesh you can simply change the mesh as needed.
Thanks for the feedback, they are all a custom 3rd person Character BP, how would I change the mesh out, in the 3rd Person BP or in each of the 8 Character BP?
It all depends on the reasons for having 8 character classes.
Does each have different abilities etc.
Personally I’d create a parent class for functionality they all have. Then create components to add for the extra stuff.
Set the skeletal mesh and anim BP in construction via exposed component ref variables.
You select character → Server passes skmesh value to spawn actor → possess.
Great, thanks for feedback and help, very much appreciated.
The 8 different avatars wont have different abilities for now, but this is something I could add in future. Thanks again for all the help, appreciated.
Thanks for the BP breakdown, Im a noob with BP, The ServerSwitchPawn, what node is that? Im trying to copy this BP but struggling, any chance you could send it to me, my email is graeme@designgvr.com, thanks so much
It’s a Custom Event.
Ok, thanks
Please see my attempt at the BP. I dont know if I made the correct variable for TempClass, I have it as an actor? Also Possess Function, the InPawn will not connect to the return value of the SpawnActor Node and I cant seem to find the correct FIND node cause it wont accept the AvailablePawnClasses Node. Where should I put this BP, in the 3rd person Character BP or in every BP Character?
It should be in controller not character, because you’re destroying and recreating characters. The node on the left should be “Get controlled pawn” (from controller), the output is a pawn not a controller that’s why it doesn’t connect.
Thanks for the feedback. I changed AvailablePawnClasses to a Controller, my only problem is still the Possess node at the end on right?
no, it is an array of pawns. the whole code should be in controller class
Yeah, I dont even know what that means. No worries. Thanks for the help.