Summary
Having completing this chapter, you should now be capable of creating your own game-player character from scratch.
First, you learned how to set up the top-down camera view by adding a Camera
component and a SprintArm
component to the PlayerAvatar
class. The camera is attached to the spring arm, so it is placed at the top-down view position and moves with the character. In the PlayerAvatar
constructor, you not only created the SpringArm
and Camera
components but also initialized the settings for the character as well as its CharacterMovement
component.
Once BP_PlayerAvatar
was set up, it was used to substitute the default top-down game character.
You then created the PlayerAvatarAnimInstance
class and defined the two variables (Speed
and State
). Based on that, you also created the animation blueprint and defined the State Machine for leveraging the character’s state animations.
Finally, you wrote the code for the APlayerAvatar::Tick()
function to sync the...