# FP to TP Template BP inconsistency?

**URL:** <https://forums.unrealengine.com/t/fp-to-tp-template-bp-inconsistency/409844>\
**Category:** Blueprint\
**Tags:** tps, unreal-engine, fps, bug-report, Blueprint, question\
**Created:** [November 17, 2017, 12:30am UTC](https://forums.unrealengine.com/t/fp-to-tp-template-bp-inconsistency/409844 "2017-11-17T00:30:30Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Celino\_Peiris](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Celino\_Peiris](https://forums.unrealengine.com/u/Celino_Peiris)\
**Post date:** [November 17, 2017, 12:30am UTC](https://forums.unrealengine.com/t/fp-to-tp-template-bp-inconsistency/409844/1 "2017-11-17T00:30:30Z")

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Hi there, only just started with UE4 in summer and enjoyed the ride so far, but one thing had me boggled for a while now:

Every time I add the first person template into the third template (as apposed to the usual, tutorial-induced, variant of doing it the other way around) I end up having a different FP Character Blueprint, one which has raycasting, a player point of view-function and some impulse to apply to “simulate physics”-actors. Not sure if this was old news, did not find a question to this yet.

Is this intended? Why not have both for all methods? Raycasts are a nify thing to have set up by default…

Greetz

Celino

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**Author:** ![SkyeEden](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/skyeeden/32/1116094_2.png) [@SkyeEden](https://forums.unrealengine.com/u/SkyeEden)\
**Post date:** [March 15, 2022, 6:23pm UTC](https://forums.unrealengine.com/t/fp-to-tp-template-bp-inconsistency/409844/2 "2022-03-15T18:23:19Z")

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