Creating our Character
We are going to be creating our first UE Character. To construct our character, we will create a new Blueprint that inherits from the UE4 UCharacter
class. UCharacters
are designed to be possessed and controlled by various controllers while utilizing UE character movement and physics backend. As UCharacter
is at the bottom of the UObject
hierarchy, it is the most developed of the objects, inheriting all of the parent object's public or protected functionality. The relationship between UCharacters
and the engine will be described in more detail in Chapter 4, Unreal Engine, C++, and You.
Before we create the character, we need to set up our file hierarchy in the Content Browser so that our assets are organized in a logical ...
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