How does inheritance work if I have something directly inherit from the default BP_FirstPersonCharacter Class? I can’t find a definitive answer as to whether the following would happen with the child class:
Would it immediately have all of the IMC and IA turned on or not?
Would it have all events immediately or not? Or would it need to override for each case first?
The point of the child class I create would be to selectively take SOME functionality that BP_FirstPersonCharacter has (an example would be only taking mouse functionality to pivot and click) while not having access to the rest of it (like not being able to move in the same case as granting only mouse functionality).
It means you can have an actor BP with a camera in it, and switch to it from the player. You have to stop the player moving before you switch, and by default it has no movement of any kind. It’s very good for showing a door opening ( for example ) if you’re not sure the player will be looking that way.
Best option, I would say, is to make a pawn with camera movement ( they can’t walk by default ). You can use it to control close up interfaces etc, which I what I assume you’re interested in.
When the player walks up to a control panel, you just possess the control panel pawn, and you get a nice close up view with the ability to pan the camera and press buttons etc.
If your player interacts using a line trace, you can put this functionality in an actor component. Which means its a cinch to put that in your pawn also.