PlayerController vs Character

when should i use a player controller class and when should i use a character class. I’m not exactly sure what the differences between them are if i could get an example of when to use which id greatly appreciate it thanks.

1 Like

Hello, KingPete

If you want to implement some complex input functionality (for example if there are multiple players on one game client or there is a need to change characters dynamically at runtime), it’s better (and sometimes necessary) to use PlayerController. In this case PlayerController handles input and the issues commands to the Pawn.

For example, in deathmatch games Pawn may change during gameplay, but PlayerController usually remains the same.

Character class represents player in the game world. It provides functionality for animation, collision, movement and basic networking and input modes. Thus, if your input is not complicated and there is no need to change character dynamically at runtime, Character class is more suitable. For example, you can use it in single player first-person shooter.

Hope this helped!

4 Likes

yes it did thank you.

Right!
I can tell you one thing.
Forget Multi player and think of a game similar to GTA.

I am making a game Inspired by Supernatural (Yes TV Series)
Now first thing i am doing right now is thinking of the game style
It will be Similar to GTA style, Travel around do what you want.

(If you watch it forget sam and Dean its gonna be a Canon and something i using to learn UE4)

You can choose between Hunter, Angel, Demon or MOL :slight_smile:

Right Think what happens if you are a Demon…
You can Possess different characters (Like for example Other meshes that have Mental disability)
The way i am looking at this is a BASE_Character Blueprint
Now All functions (ATM This is how i am planning) will be in that blueprint.
I might do Base_Character → Player → Demon and have all demon functions in demon BP

But I will goto Player controller and put the key commands in this.
Press possession Button and it will find Demon player Tag and then if true call the demon possess function

But that is another way of using Player controllers.
Still learning and still Planning on this but as far as i know PCs is used for Input logic usually.
Health and stuff will be contained in game Instance i think or HUD.
Still in planning mode and learning OOP and stuff.
Any feedback or comments let me know. Heck i might be doing it all wrong haha.

Gonna try and use Interfaces, Tags, Function and Macro librarys for all this.
Just youtube and check up official UE4 Docs! Thats how i learning stuff.

Jesse

Right!
I can tell you one thing.
Forget Multi player and think of a game similar to GTA.

I am making a game Inspired by Supernatural (Yes TV Series)
Now first thing i am doing right now is thinking of the game style
It will be Similar to GTA style, Travel around do what you want.

(If you watch it forget sam and Dean its gonna be a Canon and something i using to learn UE4)

You can choose between Hunter, Angel, Demon or MOL :slight_smile:

Right Think what happens if you are a Demon…
You can Possess different characters (Like for example Other meshes that have Mental disability)
The way i am looking at this is a BASE_Character Blueprint
Now All functions (ATM This is how i am planning) will be in that blueprint.
I might do Base_Character → Player → Demon and have all demon functions in demon BP

But I will goto Player controller and put the key commands in this.
Press possession Button and it will find Demon player Tag and then if true call the demon possess function

But that is another way of using Player controllers.
Still learning and still Planning on this but as far as i know PCs is used for Input logic usually.
Health and stuff will be contained in game Instance i think or HUD.
Still in planning mode and learning OOP and stuff.
Any feedback or comments let me know. Heck i might be doing it all wrong haha.

Gonna try and use Interfaces, Tags, Function and Macro librarys for all this.
Just youtube and check up official UE4 Docs! Thats how i learning stuff.

Jesse

intriguing.