How to get rid of character in third-person template?

I try using the blank template, but even then it makes mountains?

So, I decided to try the third-person template. How do I get rid of that character completely? I don’t need that in my game, and I don’t want to resort to simply situating the player outside of the view frustum.

Thanks for any help that you can provide.

Hey @sjhalayka!

You can simply remove the character blueprint if you have one from the level if there is one and change the default game mode. Can you be a bit more specific on what the end goal you are trying to achieve is?

Any additional specifics you provide will go a long way in solving your problem!

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If you go to file, new level, and select basic or empty level you can load up a level with out the landscape. I don’t know how to make it do it by default though:(

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Thank you for the replies, all.

Here is a screenshot of my set up:

As you can see, I have a single orthographic camera facing downward onto a Niagara fluid simulation. I have the camera set to the default for player 0.

When I run the game by pressing the green start button, the player 0 appears below my camera (because I set the camera’s Auto Activate for Player setting to Player 0). I totally want to get rid of player 0, and replace it with my own mesh.

Any help is much appreciated.

Thanks for the tip about the new level. That’s perfect!

Sorry, I spoke too soon. The new level automatically has the player 0 character as well. :frowning:

change default pawn class set in whatever game mode you are using

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Thank you! Unfortunately, I’m not sure how to do that. Could you please post a screenshot or two, for the record?

It’s under world settings, usually world settings are on the right side of the editor, if not go to window - world settings. If you made a game mode blueprint already then it is inside of that. I am confused as to why you want to use the third person template, but delete everything out of it. That is the same thing as creating a completely blank project. If you use a blank template, then from inside of that open a new level, and select basic empty, it might achieve the result you want.

Edit; Ok, reading it again it sounds like what you want to do is change the third person characters mesh? To do that, go to the third person blueprint, and select mesh in top left. In the details panel, change the skeletal mesh asset to the new one.

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@jay001020

I set the World Settings > Selected GameMode > Default Pawn Class to None for the time being. Now, I need to know how to make a pawn child class that uses the mesh that I require. Any tips? :slight_smile:

Why not just leave the default pawn class the way it is, and change the mesh that is being used in the third person blueprint?

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I am being guided mostly by dumb luck at this point. What you suggest sounds simpler. How would I go about editing the relevant blueprint? Please keep in mind that I’m a total n00b when it comes to UE and Blueprints. I only know C++ and OpenGL at this point.

That is the third person character blueprint. You click the top left then select which mesh you want to use on the right.

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Hopefully this is the last question: how do I open BP_ThirdPersonCharacter > Event Graph? I do not find anything in the Outliner.

Outliner only lists things that are placed in the level. If you click the content drawer in the bottom left it has all the project files in it and a search bar.

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Right. The BP_ThirdPersonCharacter Blueprint was exactly where you told me it would be in the Content Drawer. The only problem now is that my mesh is a static mesh, not a skeletal mesh. As such, my static mesh is not in the list:

I will keep playing around with it. Thank you so much for your diligence.

A static mesh can’t be animated like a skeletal mesh, but you can add a static mesh in the component section then assign your mesh to that.

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I added a StaticMesh component, and pointed that to my model.

I tried to delete the old Mesh component, but it doesn’t list Delete in the options. So, now, I have both the skeletal mesh and the static mesh appear on start. Just need to figure out how to delete the skeletal mesh, hmm. Thank you!

It can’t be deleted because it’s inherited from the third person character blueprint. You would need to make a pawn blueprint, add a static mesh component, spring arm, camera, and collision. You would lose the movement component too though. Doesn’t really matter much, can just leave it there and play around with that blueprint.

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Fortunately I do not need camera motion. The only thing that moves relative to the camera will be the landscape. Everything else remains centred around the origin.

Thank you for your guidance.

I shall give it a try.