You need the Default Pawn that inherits all the good stuff:
It doesn’t say DefaultPawn anywhere yet. The option in the Create tab for a Pawn says EmptyPawn. That’s what I created. That Pawn is just called ‘Pawn’ in the details tab. Expanding its details there doesn’t display anything like shown in the picture. Nor do I see All Classes. You must be looking at something else, where am I supposed to look?
But I’ll gladly accept the challenge of simplifying it further.
Bring it on peeps.
Thank you, that would be nice.
Think about it, how can the engine possible know which keys you want to use for movement.
I don’t care what keys are used. I already have movement (or rather, had), just the wrong sort. Too fast and no gravity.
If you really can’t stand placing 4 nodes down:
That’s done already. The Player is set to 0.
Having made the changes you advise, any movement at all is now impossible.
I hit play and the Player/Character/Pawn will now not move in any way.
If you want a character which sports a much more advanced movement system, you will need to communicate your will to its movement component. That’s some busy work. It’s set up quite nicely in the fps template, thought.
I don’t want a much more advanced movement system. I just want what I had before but also to be able walk slower, as is already now set in the details tab. With gravity. Nothing else.
As far as I see it from what you’ve said I need to access the Event Graph. This is not available under ‘Window’ at the very top. Then maybe I’ll be able to see the DefaultPawn labelled and find the Floating Point Movement setting.
I finally found this.
Changed the max speed to 200.0 and movement has returned and is now a good walking speed.
Then I found the check box for gravity. Now when I hit Play, the pawn walks and is affected by gravity. Trouble is now it won’t stop moving but hey, two problems solved and one created so thanks for walking me through that.
I created a new character blueprint, copy pasted this from the 3rd person template:
Turned on auto-possession and dropped the actor into the scene. And bam, you have a character that can do all sort of things and you get to control how you slide (if at all!) and do pretty much everything you’ll ever need:
All in well under 5 minutes. The inputs are also in the template:
So you can hook it up to whichever keys you need. Consider it.
Oh wow this sounds perfect, thank you so much. Darn it I have other stuff I must get on with today, when I so want to be immersed in Real Engine instead. So as soon as I get a chance to implement this I’ll get back to ya! Cheers.