I want to make a moving cube

Simple as that. I know how to set up a fully playable character and I can manipulate it from there on, to get all kinds of variations. So I could make a moving cube by turning that character mesh into a cube.
However, Im just doing what the guy in some youtube video is doing, until I get that player character. Ive watched several videos and I kind of get the feeling that they are all just aimed at getting the result, and not explaining whats happening.
If I start out with nothing but an emtpy level and a cube(or whatever) I don’t know what to do to make the cube do anything. Where do I start?

  1. how do I make the cube move at all
  2. how do I make it move from a to b
  3. how do I make the cube move from a to c
  4. how do i make the cube collide with stuff(and stop moving)
    (5. how do I make the cube avoid colliding with stuff(and continue moving))
    skip this one probably if its going beyond basic
  5. how do I destroy the cube if colliding

I hope you guys get my point.I want to understand a little bit more like: Whats the difference between a pawn and a character (both can move right?).
Do I need the chracter movement component for a to b movement. Do I have to set up AI Player to make things move etc. Most stuff on youtube goes like : “You just add this because this is how you set this up.” Yeah - I get that - but why?
Are there any recommendations from where to start with the rather basic stuff. Im not afraid of reading - actually I would prefer reading over any video, since I can skip or go back to stuff in my own pace.
Thanks for helping

In it’s most basic form, just making a cube move would involve putting stuff in the level blueprint.

But, using the level BP is a bit crap, it’s much better to put the cube in a BP and control it from there.

But again, if you want your list ( colliding, overlapping etc ), yes you can code it from scratch, but why bother? Someone’s already done it for you, in the character blueprint.

Pawn is like a very cut-down character. No movement, no collision, but does have a controller.

If you want to make something that behaves a bit like a character, then use the character type. Times when this would not work include things like planetary ( spherical ) gravity. Then, you start with a pawn, and have to write all the movement and collision handling yourself.

AI is another totally different thing. In a nutshell that’s NPC ( non player characters ).

Yes, there are a lot of tutorials that don’t explain, and that’s because most people just want to get things working. If you want to know why things are the way they are, then I’d go for the more in depth teachers like

I don’t know if they do anything with pawns and characters, but they DO take a gradual approach, and explain why things happen.

To anyone else reading this, please recommend other in depth scholars, it’s good to know this stuff :slight_smile:

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Thanks :slight_smile:

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