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These are the user uploaded subtitles that are being translated: 1 00:00:00,110 --> 00:00:02,750 Let's take a look at how our third person character works. 2 00:00:03,360 --> 00:00:05,850 To do that, we need to open up the content drawer. 3 00:00:06,350 --> 00:00:09,170 You can simply click here on the bottom left to open it up. 4 00:00:09,780 --> 00:00:11,640 Or press control and space. 5 00:00:13,620 --> 00:00:17,010 If you want, you can also dock it in the layout so it's always open. 6 00:00:17,010 --> 00:00:19,590 In that case, you can actually open up a second one as well. 7 00:00:22,170 --> 00:00:24,330 But let's just detach it again for now. 8 00:00:26,100 --> 00:00:29,250 Here we have the content folder, which is the heart of our project. 9 00:00:30,220 --> 00:00:32,259 Because we use the third person template. 10 00:00:32,259 --> 00:00:36,040 We also have a characters level prototyping and third person folder. 11 00:00:37,150 --> 00:00:39,730 In the case of a blank project, this will be empty. 12 00:00:40,240 --> 00:00:41,920 Let's find the character blueprint. 13 00:00:41,920 --> 00:00:47,080 Click on third person blueprints and here we can see BP underscore third person. 14 00:00:48,130 --> 00:00:52,450 When creating a blueprint a common naming convention is to prefix BP underscore. 15 00:00:54,430 --> 00:00:56,650 We can then double click this to open it up. 16 00:01:02,960 --> 00:01:05,720 What we're looking at here in the middle is the event graph. 17 00:01:07,030 --> 00:01:11,560 The event graph allows us to use Blueprint Visual scripting to implement game logic on this blueprint 18 00:01:11,560 --> 00:01:12,160 actor. 19 00:01:13,060 --> 00:01:13,960 To look around. 20 00:01:13,960 --> 00:01:19,480 In the event graph, you can right click and hold and move the mouse around to see all of the other 21 00:01:19,480 --> 00:01:20,500 nodes as well. 22 00:01:21,250 --> 00:01:25,390 You can simply select the node by left clicking and dragging it around. 23 00:01:26,810 --> 00:01:29,570 And you can also use the mouse wheel to zoom in and out. 24 00:01:29,960 --> 00:01:34,640 And this is something you'll do all the time, so you should take some time to get used to these controls. 25 00:01:37,910 --> 00:01:41,630 Even if you're new to Unreal Engine, you've probably heard of Blueprint Visual Scripting. 26 00:01:41,900 --> 00:01:46,550 This basically allows us to use a node based interface to implement game logic, instead of having to 27 00:01:46,550 --> 00:01:48,080 write code in C plus plus. 28 00:01:48,830 --> 00:01:53,270 We can quickly implement gameplay logic just through these nodes and start test playing for fast iteration 29 00:01:53,270 --> 00:01:55,550 right away without having to wait for compiling. 30 00:01:56,060 --> 00:02:00,260 When using C plus plus instead, of course your game will be more performant, but there's a lot of 31 00:02:00,260 --> 00:02:03,650 things you have to deal with that will slow down your game creation process. 32 00:02:04,040 --> 00:02:08,690 I actually created a full fledged VR shooting game just using blueprints, which runs just fine. 33 00:02:08,690 --> 00:02:14,180 It is available on steam, so you can even make pretty big games, only using blueprints if you know 34 00:02:14,180 --> 00:02:15,410 how to do it properly. 35 00:02:16,060 --> 00:02:18,820 And that's the reason why we're going to use blueprints in this course. 36 00:02:20,100 --> 00:02:23,070 However, a blueprint actor is more than just the event graph. 37 00:02:23,620 --> 00:02:25,810 You can click here to see the viewport. 38 00:02:26,420 --> 00:02:29,900 On the left you can see all the components that are in this blueprint actor. 39 00:02:30,020 --> 00:02:35,360 We can have a look at the capsule, the skeletal mesh, the camera and many other things here. 40 00:02:36,860 --> 00:02:42,770 Just to show you how this affects gameplay, we can select the camera boom and move it up a little bit. 41 00:02:44,080 --> 00:02:47,950 When we start the game now, you can see that the camera is higher than was before. 42 00:02:49,850 --> 00:02:54,920 All of the changes we do here are instantly affecting our gameplay, and we can just go back with control 43 00:02:54,920 --> 00:02:55,580 and Z. 44 00:02:56,690 --> 00:02:59,840 Another thing I can show you is the character movement component. 45 00:03:00,020 --> 00:03:05,480 This is something that comes with Unreal Engine on the character class, and this basically allows for 46 00:03:05,480 --> 00:03:07,130 all the movement your character needs. 47 00:03:07,340 --> 00:03:09,590 We can look for max walk speed here. 48 00:03:10,950 --> 00:03:13,740 And change it to 2000, for example. 49 00:03:15,660 --> 00:03:18,360 And you can instantly see how this affects the gameplay. 50 00:03:22,600 --> 00:03:24,700 Let's change it back with Ctrl and Z. 51 00:03:27,190 --> 00:03:30,220 So I hope you understand that these blueprints are the core of our game. 52 00:03:30,220 --> 00:03:34,600 They allow us to set the components we need and also the gameplay logic we need in the event graph. 53 00:03:35,630 --> 00:03:38,420 In the next chapter, we'll make a blueprint actor from scratch. 5403

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