I’m trying to get a top down player controller working, I want the player to move and face the location they’re heading to but not include the camera, I want the camera to stay still.
Hey @Meshii!
Would you mind sharing your character/controller blueprints?
Also since you are using UE5, have you looked at Unreals Top down template? There is a working version of exactly what you are trying to pull off.
Any additional information you can provide will be a big help in solving your problem!
Yeah I have been using the unreal template as a sort of reference, I wanted to build my own version so I can learn a bit more.
Here’s the BP of my controller and I’ve attached the actual BPs if that helps.
Character_BP.uasset (27.7 KB)
CharacterController.uasset (122.1 KB)
Hey @Meshii!
RIght away I noticed some differences in your camera camera and springarm. You have it set to local rotation and in the default category. Try changing the rotation settings to world and seeing if that works. Here is a comparison to Epic’s provided one.
Epic SpringArm
Your SpringArm
The same applies to the cameras.
I hope this points you in the right direction!
That has worked perfectly thank you so much!! The only issue I seem to have now is that the character doesn’t play the Blendspace walking when I click once on a spot, only when I hold it down.
Hey @Meshii,
Would you mind sharing your animation blueprints? It may be that there is a variable that is not set correctly. For example, your character controller works just fine on Manny when used instead of the Epic character controller, so I do not believe your problem lies there.
Hope the above points you in the direction you need!
Of course! Sorry I forgot to post this part,
Placeholder_AnimBP.uasset (175.0 KB)
Hey @Meshii!
It would be easier if you posted it, as I don’t have your model and this does not seem to have your model, animations, anim graph, etc. Otherwise I can’t get the full picture!
Sorry about that, Hopefully this is what you were looking for?
It seems to be a really dodgy way to make it from what I can tell. I’ve added an inventory system and when closing it, the drag move now stops working and the character only moves when the button click ends. I think I might need to find another tutorial on an ARPG movement
Hey @Meshii!
If your inventory system is causing that issue after closing, your character blueprint may be conflicting with what you have.
Just to be sure, I would copy your character, mesh, animations, etc. into a fresh top down project and compare side by side to see if there are any settings that are slightly different that may be causing an issue.
I would also replace their character with yours to help troubleshoot as well and see if your problems persist.
If the above does not work, we can probably pinpoint exactly what went wrong a little easier with that setup. If it does, we can look at your added systems to see if a problem lies there.
Hey!
I’ve actually managed to get a fix for this, it was to do with the acceleration in the AnimBP, I’ve removed that piece and it seems to work perfectly now.


