If only the big gaint tutorials weren't so edited to cut down time you could hear the explanations that I desperately need to build skill, very thanks I will subscribe now.
I am just learning this stuff myself and I feel the same, overwhelmed with the terminology and all that. So I really appreciate this style of exploration/tutorial. One thing I disagree with though: a Pawn can totally have movement. It just doesn't have many pre-implemented movement functions for that like Character does. But you can implement it yourself through Transformation nodes and/or Physics nodes like Torque, Force etc.
Hey thanks, this cleared up some confusion for me. I want to create an Oregon trail type game, but it didn’t feel right to use a character class. I think I’ll possess a pawn actor instead, and now I know I need to possess it and add a movement component
Really nice example of how this work is there anychance you can explains pawns and actors and all the steps for importing a character and replaceing the default character?
Thank you very much for the video! So, If I want my pawn to move, I must to create a Character? But what if it is a vehicle. such as car or a dragon what should I do ?
Wonderful explanation thank you! I have a question maybe you can help me with? I have a Pawn that has to be used with a pluggin to work with a planets gravity. I'll test it when I can, but maybe you can think of something i just dont know. But, if i make a child class of this pawn as a character. Will this character still inherit the needed gravity info from the Pawn?
didn't know homelander was into game programming, thanks for the tutorial
Excellent example of where the benefits would lie in separating your controller logic from pawn/character.
If only the big gaint tutorials weren't so edited to cut down time you could hear the explanations that I desperately need to build skill, very thanks I will subscribe now.
This lesson taught me how to make a camera, thank you
I am just learning this stuff myself and I feel the same, overwhelmed with the terminology and all that.
So I really appreciate this style of exploration/tutorial.
One thing I disagree with though: a Pawn can totally have movement. It just doesn't have many pre-implemented movement functions for that like Character does. But you can implement it yourself through Transformation nodes and/or Physics nodes like Torque, Force etc.
Bro amazing way of teaching, thanks!
Hey thanks, this cleared up some confusion for me. I want to create an Oregon trail type game, but it didn’t feel right to use a character class.
I think I’ll possess a pawn actor instead, and now I know I need to possess it and add a movement component
thanks man , that's help alot
Really nice example of how this work is there anychance you can explains pawns and actors and all the steps for importing a character and replaceing the default character?
Thank you very much for the video! So, If I want my pawn to move, I must to create a Character? But what if it is a vehicle. such as car or a dragon what should I do ?
Wonderful explanation thank you! I have a question maybe you can help me with?
I have a Pawn that has to be used with a pluggin to work with a planets gravity.
I'll test it when I can, but maybe you can think of something i just dont know. But, if i make a child class of this pawn as a character. Will this character still inherit the needed gravity info from the Pawn?
nice video
thank you give me a huge help thank you, can you make more for control Pawan thank you
thanks so much
Setting to DefaultPawn can make it fly
THX YOU BRO!!!!!!!!!!
I CAN'T MOVE
5:09 that's true, he can do anything he wants