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Using Paper2d, Pawn VS Character

I want to start creating my enemy classes in the game. I'm concentrating on the C++ side of things, and I was wondering what would be better to use, Character or Pawn? I know that a Pawn is an agent that exists in the world, so you have for example a rolling ball that can be controlled.

Since I'm utilizing paper2d, My enemy will have animated walking animations and even some rolling animations and I'm going to be using simple (for now) mechanics that have it walk/roll towards the player to collide with it. This leads me to define Character that has specialized definition for movement and collision.

Since I'm using animated sprites instead of a 3d model, and I only want to move this object in a 2d plane.. what is my best option? is Character the right choice or is it too much and a simple pawn can be used which can then be derived in BP and collision boxes added to the flipbook and sprites, etc?

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asked Dec 08 '14 at 11:33 PM in Everything Else

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avatar image Demoneyejin Dec 08 '14 at 11:54 PM

I just noticed that paper2d only has PaperCharacter and no "pawn" so that might've answered my question. I'm still looking for a robust answer though. if a pawn can be set up with the basics of flipbook etc.

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If I understand the documentation and your question properly, I think there's a bit of a misnomer here. The Paper2D Character class IS a pawn, just with character movement component.

However, I'd be surprised if you were unable to simply create a new pawn BP and add the components you need in place of a static mesh or whatever else. Bottom line, I think it really comes down to which class you feel more comfortable using.

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answered Apr 01 '16 at 06:13 PM

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