Mycontroler?

Every tutorial i see feels outdated, i want to create top down projectiles “please save yourself from linking me to videos of seen them all”
they always start with opening blueprint “controller” which i do not have, just top down controller which appears to be different entirely

Hay ~(I_I ~ )

I hope I understood your question correctly, so you want to create projectiles for a top down shooter? Well the actual projectiles have nothing really to do with the player controller. You could need the player controller depending on how you want to ‘shoot’ the projectiles.

For example, if you want to shoot the projectile in the direction your cursor is located at , I would recommend you to use a controller class since mouse input is an essential part of it. However there are ways without really directly using the controller class. You could for example (in your pawn) “get the player controller” and with that drag of another node wich is called “get hit result under cursor by channel”, then you’d have to break its hit result, get the location of the mouse and find the “look at rotation” with the position of the mouse and your player and since this is a top-down game you only want the “yaw-rotation” of the “find look at rotation”. Then you’d use a “spawn actor from class” node to actually spawn the projectile. (See picture below)

For the actual projectile you would simply create an actor class and add a projectile movement component to the component list. In the settings of this projectile movement component you can adjust the projectiles basic behavior.

(Dont forget to set a location as the starting point. You could use a box component in your pawn and get its world location as the spawn location for the projectile)

But if I may ask could you explain how the top down controller is so different? I may could help you with that but I would need more information ~(°-c° c )

Sincerely,