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Click the drop-down located to the right of Static Mesh and select SM_Cube. To display the red cube, select the Static Mesh component and then go to the Details tab. If you don’t do this, the next added component will be a child of the Camera component. The final camera properties should be as shown below.Ī red cube will represent the player, so you’ll need to use a Static Mesh component to display it.įirst, deselect the Camera component by left-clicking an empty space in the Components panel. Rotate the camera down to -60 degrees on the Y-axis. Next, activate the rotation manipulator by pressing the E key. If you’ve lost sight of the camera, press the F key to focus on it. They’re under the Transform section in the Details panel. Alternatively, type the coordinates into the Location fields. With the camera component selected, go to the Viewport tab.Īctivate the move manipulator by pressing the W key and then move it to (-1100, 0, 2000). Click Add Component and select Camera.įor the camera to be in a top-down view, you must place it above the player. To create a camera, go to the Components panel. In the Content Drawer, double-click on BP_Player to open it in the Blueprint editor. You’ll create a camera that looks down toward the player. Attaching a CameraĪ camera is the player’s method of looking into the world.
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To know more about the differences between the Character and the Pawn, read this article by Epic Games. However, you’ll be implementing your own system of movement, so the Pawn class is sufficient. It even includes a movement component by default. Note: The Character class would also work. The actor must be able to receive inputs from the player, so select the Pawn class from the pop-up window and name it BP_Player. Click the Add button and select Blueprint Class. In the Content Drawer, navigate to the Blueprints folder. If the button doesn’t appear, the Content Drawer is already fixed.
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Use the button highlighted in red above to keep the Content Drawer fixed on the Editor window.
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You’ll find the project files organized in folders: This is where the player will move around and collect the items. Choose either to open a copy or to convert in place. Note: If you get a message saying the project was created with an earlier version of the Unreal editor, that’s OK as long as it’s still an Unreal Engine 5 version (the engine is updated frequently).
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