Custom pawn class (from scratch)?
I've followed all of the tutorials, become familiar with the BP system (and even a lot of the UE4 API via C++). But I can't for the life of me figure out how to create a simple pawn class from scratch, with nothing more than an orbit camera. The character blueprint class has way too much overhead (and unnecessary physics, by default), so I started by subclassing the pawn class. Then I added a Spring Arm component and Camera actor, then parented the Camera to the Spring Arm. I've set up all my input mappings under project settings, and basically copy/pasted the "Add Controller X Input" stuff from the 3rd person starter project. I have set my game mode to use this pawn by default.
When I press play, the camera never moves. Why is this? What else am I missing? All I need is to have the camera look at a point in world space, and orbit around that point, but I can't seem to get basic camera movement working.
asked Jan 23 '16 at 02:29 AM in Blueprint Scripting
Clean Pawn does not have any movement, you need to code it and if does not work then there problem between pawn and controller communication.
The free fly camera you have when default pawn is not set is also a pawn called ADefaultPawn, i think it the closest thing to what you want to make, so look up it's code:
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