
Characters are the heart of most games, and Unreal Engine’s Character system offers a powerful foundation. Day 16 focuses on understanding and implementing different character classes: Pawn, Character, and Player Controller.
We begin with the architecture: a Pawn is the base class that can be possessed and moved, while a Character includes movement components like walking, jumping, and crouching. The PlayerController acts as the brain behind the input, interpreting player actions into commands.
You’ll create a new Character Blueprint with components like Mesh (for visuals), Capsule Collider (for physics), and a Character Movement Component. You’ll then implement input mappings using Project Settings → Input, mapping keys for movement, jumping, sprinting, and mouse look. Using Blueprints, you’ll tie these inputs to movement logic, creating a fully controllable player.
We’ll also touch on camera setups—attaching cameras to spring arms for third-person views and switching between first- and third-person perspectives. You’ll learn how to fine-tune character speed, gravity, and jump height to match your game’s style.
Next, we introduce enemy characters or NPCs using AI Controllers, behavior trees (briefly), or simple scripted logic to give life to your world. We’ll cover basic character interactions like collisions, health loss on hit, or proximity-based reactions.
By the end of the day, you’ll have a working, responsive character with movement, camera controls, and interaction potential. This knowledge is vital for almost any genre—platformers, shooters, RPGs, or even VR experiences.