Hi, thanks for your reply.
Yeah, that’s what I figured… I hoped there would be some best practice guideline which could deal with any type of input cases (multiple characters controlled at once, swapping various types of actors, etc.) and then there would be some quick and dirty methods that could deal with simpler cases like controlling one and only actor that can only jump, move and shoot or something like that
To clarify what I meant in the 3rd case, I’m attempting to do something like this. However, this is the ultimate goal. Right now, I’m just trying to move limbs of a skeletal mesh character with keyboard and mouse and I wasn’t sure where would be best to set it up (on PlayerController, directly on Character, somewhere else?). I’m sorry if I get a little bit off topic since this is C++ Gameplay Programming section of the forum and not Animation, but my idea is to choose a specific joint of a skeletal mesh and then use a mouse to rotate the whole part of limb that is attached to that joint (for example u take an elbow and will rotate the whole hand and forearm - the angle between upper arm and forearm will be changing but all other will stay the same, for example between forearm and wrist).
For a change, I didn’t actually understand what you meant by “powering the character by their physics”. Could you clarify please?