Adding the running functionality by extending a Blueprint
We'll begin our exploration of the FirstPersonCharacter
Blueprint by adding simple functionality that will give our players more tactical options for moving around in the level. At the moment, the player is limited to moving at a single speed. We can adjust this using Blueprint nodes that listen for key presses, and adjusting the movement speed attached to the CharacterMovement
component of the Blueprint.
Breaking down the Blueprint character movement
Let's begin by opening the FirstPersonCharacter
Blueprint, located in the same Blueprints
folder as CylinderTarget_Blueprint
from the last chapter. Find FirstPersonCharacter in the content browser, and double-click on the Blueprint. You will open Event Graph and see a large series of Blueprint nodes. The first group of nodes we will look at is bounded by the event graph comment labeled Stick input, as shown here:
The red trigger nodes are triggered at every frame, and pass the...