Characters

There are two characters, BP_TidyChar_ThirdPerson and BP_TidyChar_FirstPerson. You can use whichever you prefer. There are buttons on the bottom-right of the screen to switch between and try them out.

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You’ll see a setup of: -Creating the UI widget and adding it to the viewport -The input mode, which just lets you rotate the camera when the mouse-button is down. -Setting up the Input Controller Mapping called IMC, which is the new input methods. See Inputs for more.

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Inputs

Next you will see a large block of Inputs. The most important being movement, and looking around (rotating the camera). There are more inputs as well, such as setting the spring arm length for the camera, jumping, mouse-clicking. Feel free to add your own actions here.

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PhysicsGrab

Notably, there is a Physics-Grab, activated with Right-Click by default. Here is does a box trace from your character forward, and it uses the PhysicsHandle ActorComponent to suspend the object in front of you when the button is down.

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Here you can see the character lift the box slightly above the ground, and the box-trace in colored in light blue.

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Use - Simple Interaction System

My favorite input is the universal “Use” function, which is an easy way to interact with other objects/things in the environment. Using a blueprint interface BPI_Interface, we defined a generic function that can be used across multiple actors.

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See Interaction System “Use”