Advanced First Person Character

Alex Haddow-Mendes - Dec 15, 2015
16
4 out of 5 stars(16 ratings)
  • 63%
  • 13%
  • 6%
  • 0%
  • 19%

The Advanced First Person Character allows for In-game character creation and provides base systems.

  • Supported Platforms
  • Supported Engine Versions
    4.9 - 4.24
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.

Preview: youtu.be/adJ7tp7CgkM


***NOTE***

I have sent through an update to Epic to amend the 'Add To Project' Issue, I apologise to anyone who has experienced this issue.


The Advanced First Person Character blueprint is a base for a first person character. Featuring systems that are generally expected in a first person game and that aren't included in the first person example content. These features are all versatile enough to be used as a base to create even more advanced features or to create a fleshed out character for your first person game with user friendly editing tools. You will be able to edit character data live in-game and save to the character in the editor. This allows for finding the most suitable abilities for your character, to get precise data for an environment, make the gameplay feel fluid and find any debug within the game as easily possible.

Technical Details

Number of Blueprints: 2

List of Features:

• In-Game character creation data table

• Health and Stamina regeneration systems

• Universal interaction system

• Movement Abilities

• Sprint; Walk

• Run

• Jump

• Crouch

• Prone

• Leaning

• Pick up physics object

• Abilities to toggle availability

• Head-up display

• Fall damage

• Screen shake system

• Zoom function

• Visual Effects on Damage

• Respawn System

• Advanced Swim mechanics


Intended Platform: Windows

Platforms Tested: Windows

Documentation Included: No (In Depth commented Blueprints)

Important\Additional Notes: To use Interaction event the actor must have the "PlayerInterface" interface implemented