Hi folks,
I’ve got custom Player Controller and Character classes. I’m trying to learn UE4 structure (my very first project) by making a “true first person” camera / character. I’ve watched some videos and read some blog posts and now I’m trying to build it myself using my own understanding of things.
My camera is a sub object of my Character’s Mesh - attached to its head. So, my camera currently just moves along with whatever the Character is doing.
I’m starting to build in input handling and Character movement, but I’m unsure of the topology of the Player Controller and Character within the world. Allow me to explain a few things that I understand to be true and then I’ll finish with what I’m confused about how to properly do …
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I understand that the Player Controller is an AActor, which means it physically exists in the game world and therefor has a rotation. So, you can actually rotate the Player Controller within the world.
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A Character also has its own rotation within the world, but it can be set to use the rotation of the Player Controller optionally - the default being to use the rotation of the Controller.
So what I’m unsure about is which item to rotate when I want to rotate my Character. Should I be rotating my Controller, and have my Character use the same rotation? Should I make my Character ignore Controller rotation, and instead rotate the Character individually - this seems most logical to me?
Is the Character actually a sub component of the Controller? So, invisibly in the world the Controller is like a capsule around the Character or something?
Thanks!