I am doing a multiplayer fps game.
I am trying to figure where should I put the input controls that can be remapped through an ingame widget menu, is it playercontroller or playercharacter?
I am doing a multiplayer fps game.
I am trying to figure where should I put the input controls that can be remapped through an ingame widget menu, is it playercontroller or playercharacter?
I would say it depends on your intentions and on the game you are making. If your player can posses more than one character during gameplay you should put your input logic in the player controller, since it will remain the same for the whole game not like the character (you would have to make the input logic for every character then). Generally speaking I tend to put my input handling logic into the player controller but I implement the movement in the character blueprint itself, so I can have the same button to move forward for each character, but they can decide what does ‘Move Forward’ mean to them.
Please consider that I am new to the engine as well, so doing it this way might be a bad practice, but at least, this is how I do it.
I see, I am doing a multiplayer fps, like CS:GO, you possess only one pawn but it is constantly destroyed and recreated and repossessed.
Then put them into player state.