From 5fbf0f740c121601c5ad71aed77f2390b3133a69 Mon Sep 17 00:00:00 2001 From: mhampel1 Date: Thu, 28 Sep 2023 04:50:14 +0200 Subject: [PATCH] Add 'How to modify the Third Person Controller' --- How-to-modify-the-Third-Person-Controller.md | 13 +++++++++++++ 1 file changed, 13 insertions(+) create mode 100644 How-to-modify-the-Third-Person-Controller.md diff --git a/How-to-modify-the-Third-Person-Controller.md b/How-to-modify-the-Third-Person-Controller.md new file mode 100644 index 0000000..8515b78 --- /dev/null +++ b/How-to-modify-the-Third-Person-Controller.md @@ -0,0 +1,13 @@ +The third person controller may seem pretty hard coded however its actually very configurable and scriptable. +All functionality in the 3rd Person Controller is located in the Third Person Controller blueprint under the `Character Movement` component. +If we want custom rotation for example, we can go to the rotation section + +![](https://cdn.discordapp.com/attachments/884300143548063754/1156783390939418734/image.png?ex=651639fc&is=6514e87c&hm=5080d45fa89fb1bda433c7db2fda17ccfc58b6c83b36f0204bb8d61ac7e09475&). + +Then disable `Orient Rotation to Movement`. This disables the rotation system and ensures we can now manipulate it. + +To recreate this functionality (but in a more primitive way), we can just set our rotation every tick to the current velocity vector. + +![](https://cdn.discordapp.com/attachments/884300143548063754/1156784652170825728/image.png?ex=65163b29&is=6514e9a9&hm=d8936315178af51003db1eb0428190887f22b0e8a01c07358beb52aa5de06364&) + +Now the player will run similarly, and then look forward when the direction vector is 0,0,0. We can further modify this now to better fit our rotation, whether in an `AIM` state or elsewhere. \ No newline at end of file