The toolkit already has the support to switch between first and third person [only running & jumping animations included] views. The associated logic lies within the BP_FPSTDCharacter blueprint as shown in the screenshot below:
If you only want the third person view, you can do the following steps [within the BP_FPSTDTCharacter blueprint]:
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First remove that ‘SwitchCamera’ logic marked with the red box in the screenshot. You won’t need that if you’re only using third person view.
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Then remove the ‘Mesh1P’ skeletal mesh component & any references to it within the character blueprint.
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Replace every instance of ‘1PCamera’ camera component with ‘3PCamera’ camera component & then delete ‘1PCamera’. Tick the ‘Auto Activate’ property of ‘3PCamera’.
- Now select the ‘Mesh’ component, & untick the attribute ‘Hidden in Game’ as shown below:
- With that, you should be able to get the third person view working. Apart from that, there is only some code clean up to do. So just search for the variable ‘FPSMode?’ and disconnect the part that’s only connected to it’s True execution pin.


