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Let's take a look at how our third person character works.
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To do that, we need to open up the content drawer.
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You can simply click here on the bottom left to open it up.
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Or press control and space.
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If you want, you can also dock it in the layout so it's always open.
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In that case, you can actually open up a second one as well.
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But let's just detach it again for now.
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Here we have the content folder, which is the heart of our project.
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Because we use the third person template.
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We also have a characters level prototyping and third person folder.
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In the case of a blank project, this will be empty.
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Let's find the character blueprint.
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Click on third person blueprints and here we can see BP underscore third person.
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When creating a blueprint a common naming convention is to prefix BP underscore.
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We can then double click this to open it up.
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What we're looking at here in the middle is the event graph.
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The event graph allows us to use Blueprint Visual scripting to implement game logic on this blueprint
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actor.
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To look around.
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In the event graph, you can right click and hold and move the mouse around to see all of the other
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nodes as well.
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You can simply select the node by left clicking and dragging it around.
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And you can also use the mouse wheel to zoom in and out.
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And this is something you'll do all the time, so you should take some time to get used to these controls.
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Even if you're new to Unreal Engine, you've probably heard of Blueprint Visual Scripting.
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This basically allows us to use a node based interface to implement game logic, instead of having to
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write code in C plus plus.
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We can quickly implement gameplay logic just through these nodes and start test playing for fast iteration
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right away without having to wait for compiling.
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When using C plus plus instead, of course your game will be more performant, but there's a lot of
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things you have to deal with that will slow down your game creation process.
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I actually created a full fledged VR shooting game just using blueprints, which runs just fine.
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It is available on steam, so you can even make pretty big games, only using blueprints if you know
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how to do it properly.
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And that's the reason why we're going to use blueprints in this course.
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However, a blueprint actor is more than just the event graph.
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You can click here to see the viewport.
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On the left you can see all the components that are in this blueprint actor.
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We can have a look at the capsule, the skeletal mesh, the camera and many other things here.
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Just to show you how this affects gameplay, we can select the camera boom and move it up a little bit.
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When we start the game now, you can see that the camera is higher than was before.
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All of the changes we do here are instantly affecting our gameplay, and we can just go back with control
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and Z.
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Another thing I can show you is the character movement component.
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This is something that comes with Unreal Engine on the character class, and this basically allows for
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all the movement your character needs.
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We can look for max walk speed here.
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And change it to 2000, for example.
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And you can instantly see how this affects the gameplay.
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Let's change it back with Ctrl and Z.
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So I hope you understand that these blueprints are the core of our game.
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They allow us to set the components we need and also the gameplay logic we need in the event graph.
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In the next chapter, we'll make a blueprint actor from scratch.
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