The main character of my game is an insect, like a beetle. I heard that the Character Blueprint is more specifically for two-legged creatures, and if you have some other type of creature, you should use Pawn instead. Is this true? Why and why not? I do think the CharacterMovement Component that comes with a Character Blueprint is quite nice, but I’m not sure if that’ll help an insect character. Also, I believe Character Blueprint comes with certain limitations? So I’m uncertain what direction to go in right now. For reference, my character will eventually be root motion-driven and can crawl on walls, like a bug–if that information is of any help. Should I create a Pawn or Character? Thanks, all.
Hey @liu_zeren!
You can refer to this post of mine on the same exact topic for a detailed explanation.
When it comes to your specific use case here:
While you can make a character walking on walls & ceilings using the Character class, since you mentioned this:
I’d assume the movement mechanics you have in mind won’t align with the character movement component.
But…
then how will that work exactly? The issue is not only about the Pawn class, let’s say we’re using a Character class. But still, how would you handle the surface alignment that way?
It’s ok tho, as you can just make your animations in place by disabling the Enable Root Motion
property and enabling the Force Root Lock
property.
In conclusion, you’ll wanna go with a pawn class in this case.
I’d also recommend checking out these tutorials on creating a pawn that walks on all surfaces! The first one here is about setting up the basic movement and animations, and the second one here is about the orientation logic.
Hope this helps!