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ACharacter

class Engine Blueprint Since 1.0
#include "GameFramework/Character.h"
Access: public Specifiers: UCLASS

Description

ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying. The most commonly used base class for player characters and NPCs.

Signature

class ACharacter : public APawn

Caveats & Gotchas

  • The RootComponent of ACharacter is the CapsuleComponent. The mesh is a child of the capsule, typically positioned so the capsule feet sit at Z=0.
  • Do not override the CapsuleComponent radius/height in blueprints without updating the mesh offset to match.
  • CharacterMovementComponent uses network prediction. Understand the predicted/corrected movement model before customizing network movement.
  • Jump is handled by CharacterMovementComponent. Call `Jump()` and `StopJumping()` rather than manipulating velocity directly.

Example

ACharacter constructor C++
AMyCharacter::AMyCharacter()
{
    // Capsule collision
    GetCapsuleComponent()->InitCapsuleSize(42.f, 96.f);

    // Character movement settings
    GetCharacterMovement()->MaxWalkSpeed = 600.f;
    GetCharacterMovement()->JumpZVelocity = 700.f;
    GetCharacterMovement()->AirControl = 0.35f;

    // Camera boom
    CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
    CameraBoom->SetupAttachment(GetRootComponent());
    CameraBoom->TargetArmLength = 400.f;
    CameraBoom->bUsePawnControlRotation = true;

    // Camera
    FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
    FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
}

Functions (3)

Components
1
Access Type Name
public function ACharacter::GetCharacterMovement
Utility
2
Access Type Name
public function ACharacter::Jump
public function ACharacter::LaunchCharacter

Events & Delegates

Version History

Introduced in: 1.0

Version Status Notes
5.6 stable

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