Player Start with FPS Control

Hello,

Im trying to create a basic walkthrough of my scene that behaves like an FPS. I started a new scene with basic objects that have collisions setup. I’ve added a “Player Start” but it doesn’t behave like a FPS when I play, I only snap to the “Player Start” and he flies around. The collisions work, but I do not want it to fly, I want it to behave like a FPS. How is this achieved?

Thanks!!

Easiest way is to use the FPS template. They claim that as of 4.7 you can add this to an existing project, but I have no idea if it will setup your character blueprint or not. If you check out the official unreal engine channel it shows you how to recreate the setup in the template.

If you don’t want the arms showing, edit the character blueprint and delete them.

Yea, I saw that tutorial and how to delete the arms, but I wanted to learn how it’s done so I do not have a lot of extra junk in my blueprint. Such as firing yellow tennis balls. I also wanted to figure out the process. But it seems a bit more complicated than I thought. You would think they would have had a better solution than copying from the FPS template scene. I’m going to research a bit more and if I can’t get it, I’ll copy the template.

You should be able to create your own if you base it off of ACharacter I think. And tell your game mode to use that as your pawn. That may be all you need to get basic FPS movement.

(This is Teriander)
I just discovered the “Game Mode” options and was playing around with it. Wasn’t able to get it working, but I’m definitely on the right track! Thanks for the feedback illYay, I’ll keep trying and do some more research on the game mode options.

If you want to learn how its done check out the youtube page. I don’t recall if it was 3rd or 1st person, but it shows how to hook up the controls. There isn’t much of a difference between the two views except the 3rd person has a swingarm on the camera.

However deleting the yellow balls isn’t hard. I was glad it was there as I wanted some of the functionality but then tying it into my own. One thing the default fire doesn’t do is autofire. I managed to get that into my template. The delay is actually based on the currently equipped weapon.