‫Hello and welcome.
‫In this lecture, we're going to be looking at how we can control our own character, how we can customize
‫the mesh and fix a bug in the camera movement.
‫Let's dive in and see how this is done.
‫So let's look at customizing this character away from this boring default mannequin.
‫Now, you might be tempted to go ahead and just customize the character here in the scene, but I would
‫recommend that you don't do that.
‫Instead, that we create a blueprint child class off of this third person character.
‫And the way we can do that is by going over into the details pane and selecting the blueprint button
‫and clicking the Create Child Blueprint class.
‫So that allows us to add our own modifications on top of the character class that we've already brought
‫in.
‫So I'm going to call mine the BP underscore third person character, and I'm going to put this at the
‫root of our content folder.
‫So I'll click on the path and select content and then click okay.
‫And then we're going to go ahead and click Select and that will open up our BP third person character
‫and allow us to modify it.
‫Now, one thing you will notice if you go ahead and play in the main level is that it doesn't actually
‫start using our character.
‫It spawns in its own character here.
‫And that's because we've got a player start.
‫Let's go ahead and delete that player start.
‫But even if we do that, it's not enough to make us use the character we've brought in to the level.
‫To do that, we have to signal to the engine.
‫That's the character we want to use for our player.
‫Zero.
‫So if we go over to the blueprint for a second here, we're going to go in to the details pane and search
‫for auto possess player and here it's currently set to disabled.
‫I want to select player zero and that tells the engine that this character should be possessed automatically,
‫should be controlled automatically by player zero.
‫So let's go ahead and save that.
‫Go ahead and play in the main level.
‫And now you can see that I have got the character.
‫His arm looks a little bit funky there because we're using the wrong mesh and I can't move left and
‫right with my mouse.
‫So let's sort out the left and right thing first.
‫Now, the reason for this is that our inputs are slightly different to this character than those required
‫or assumed by this starter kit.
‫So what we need to do is edit the casual characters blueprint.
‫So we're going to go into the content folder, the casual character folder, the blueprints.
‫Then we're going to open the third person character.
‫So this is a different blueprint to the third person that we've created off the back of it.
‫And you will notice in here that there are a couple of compiler errors and you can click on the little
‫looking glass or the little symbol next to the looking glass to find where these are.
‫You can see that they're related to the turn rate axis event, which is basically how our turning has
‫been set up.
‫Now, we don't need to go into too much detail about what this is.
‫You can see it's an event.
‫It happens whenever you try and turn the mouse or you turn a controller and it is currently set up to
‫something that is not configured for our project.
‫So what we need to do is right click in an empty space and search for turn and you will find that there
‫are some events here.
‫There is an axis event called Turn Right, Right and turn right.
‫We need the turn right rate at the top here to replace this current event and then we can move the pins
‫that it's connected to by clicking control and dragging it onto the new pins to connect up to the new
‫event.
‫Then we can delete the event that has a warning attached to it.
‫Move the old one in place and then there's one more warning for one called turn.
‫We can right click an empty space again.
‫Search for turn, find the event called Turn Right, which we're going to replace it with control.
‫Click on the pins to move them over to the new event, delete the old and move it into place.
‫So that's just updated this blueprint so that it works with the control scheme configured in the project.
‫And if we go ahead and hit play now, you will notice that we can rotate the camera around and move
‫as we would expect.
‫So I'd like to challenge you to customize your character.
‫You're going to do this by editing your BP third person characters.
‫That's this one here, and particularly the mesh component in the components pane.
‫You're going to select that and you're going to be using the details pane over here to select a skeletal
‫mesh of your choosing.
‫So go ahead and change the mesh to something that you prefer.
‫Try out the different ones and see which one you want to use.
‫Pause the video and have a go.
‫Okay.
‫Welcome back.
‫So with this skeletal mesh property available, which again, we go to the mesh and components, then
‫to the details pane down to the mesh section and there's a property called skeletal mesh.
‫And then what you want to do is click the dropdown and have a little scroll through here to have a look
‫at what meshes are available.
‫Now, some of them come from the starter kit and some of them come from the character that we've brought
‫in so I can select.
‫There are a couple of pre-made, fully formed characters in here.
‫One is just in his underwear and then there's some with different clothing on.
‫I'm going to select number three and you can see here it comes in with some pretty cool looking sunglasses
‫and we can go into our level and see that that character has indeed been updated over here, too.
‫So if I go ahead and play, I can now play.
‫As this character has run animations work correctly, his jump animations work just fine and the character
‫camera movement works as well.
‫Fantastic.
‫Let's dive on to the next lecture.