Modular Pawn
Overview Contains code to create a basic modular pawn/character with separate head, body & legs. NOTE: Created with & tested on UE4 beta. May be slight difference between it and public buil...
Overview
Contains code to create a basic modular pawn/character with separate head, body & legs.
NOTE: Created with & tested on UE4 beta. May be slight difference between it and public build.
MyCharacter.h
class AMyCharacter : public AMyCharacter
{
GENERATED_UCLASS_BODY()
/**
* The skeletal mesh used for the body.
* Mesh (inherited from ACharacter) will act as characters head.
*/
UPROPERTY(Category=Character, VisibleAnywhere, BlueprintReadOnly)
TSubobjectPtr Body;
/**
* Name of the BodyComponentName.
* Use this name if you want to prevent creation of the component (with PCIP.DoNotCreateDefaultSubobject).
*/
static FName BodyComponentName;
/**
* The skeletal mesh used for the legs.
* Mesh (inherited from ACharacter) will act as characters head.
*/
UPROPERTY(Category=Character, VisibleAnywhere, BlueprintReadOnly)
TSubobjectPtr Legs;
/**
* Name of the BodyComponentName.
* Use this name if you want to prevent creation of the component (with PCIP.DoNotCreateDefaultSubobject).
*/
static FName LegsComponentName;
}
MyCharacter.cpp
FName AMyCharacter::BodyComponentName(TEXT("CharacterBody0"));
FName AMyCharacter::LegsComponentName(TEXT("CharacterLegs0"));
AMyCharacter::AMyCharacter(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
static FName CollisionProfileName(TEXT("IgnoreOnlyPawn"));
Body = PCIP.CreateOptionalDefaultSubobject(this, AMyCharacter::BodyComponentName);
if (Body)
{
Body->AlwaysLoadOnClient = true;
Body->AlwaysLoadOnServer = true;
Body->bOwnerNoSee = false;
Body->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::AlwaysTickPose;
Body->bCastDynamicShadow = true;
Body->PrimaryComponentTick.TickGroup = TG_PrePhysics;
Body->bChartDistanceFactor = true;
Body->SetCollisionProfileName(CollisionProfileName);
Body->bGenerateOverlapEvents = false;
// Mesh acts as the head, as well as the parent for both animation and attachment.
Body->AttachParent = Mesh;
Body->SetMasterPoseComponent(Mesh);
Components.Add(Body);
}
Legs = PCIP.CreateOptionalDefaultSubobject(this, AMyCharacter::LegsComponentName);
if (Legs)
{
Legs->AlwaysLoadOnClient = true;
Legs->AlwaysLoadOnServer = true;
Legs->bOwnerNoSee = false;
Legs->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::AlwaysTickPose;
Legs->bCastDynamicShadow = true;
Legs->PrimaryComponentTick.TickGroup = TG_PrePhysics;
Legs->bChartDistanceFactor = true;
Legs->SetCollisionProfileName(CollisionProfileName);
Legs->bGenerateOverlapEvents = false;
// Mesh acts as the head, as well as the parent for both animation and attachment.
Legs->AttachParent = Mesh;
Legs->SetMasterPoseComponent(Mesh);
Components.Add(Legs);
}
}
Usage
- Create a blueprint based on this character.
- Under the components tab, find the body & legs components
- Set the skeletal meshes the body & legs should use.