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🧍The Player

Table of Contents

Setting up a Bitpart Player

  • To make a custom Bitpart player to ensure it is compatible with the rest of our product, start by opening up the player blueprint.

    • If you need an example, you can find ours at /BitpartAI/StarterPack/Characters/BP_FirstPersonCharacter

  • Add a BP_BitpartCharacterComponent to the actor

An example of what the properties look like in BP_FirstPersonCharacter
  • There are some properties in the BP_BitpartCharacterComponent under Bitpart that may need to be edited. These are the properties:

    • IsPlayer = true

    • Bitpart Name = PLAYER

    • Bitpart Role = player

    • Archetype = none

    • Bitpart Audio Data Asset (soon to be called Bitpart Utterance Data Asset). = none

  • Save the asset and exit the window.

  • The next step is to set-up the Player Controller actor. If you want an example, you can find ours here: /BitpartAI/StarterPack/GameLogic/BP_FirstPersonPlayerController

  • The player controller is specified in the GameMode, under Player Controller Class. If you don't know where the Game Mode for your level is, read this. Open the attached Player Controler blueprint.

  • To make a player compatible with Bitpart, add a BP_BitpartFPSControllerComponent

  • On the BP_BitpartFPSControllerComponent, typical properties that may need customizing

    • Input|Mapping Context

    • Input|Input Config

    • Input|Ability Set

  • Save changes. You're good to go!

Spawning the Player into Casts

To learn more about how the player is spawned into a cast, check-out our documentation on casts here.

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