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Ghost Game Dev Blog #1

I don't really have a name for this project, but I'm really obsessed with the game, Captain Toadstool Treasure Tracker and I've always wanted to remake the Character Controller from scratch. I also want to build a project that can be a blank canvas to experiment with Player and Enemy abilities, so I'm going to start with the Character Controller and build more features from there. 

You can check out the video I made about the controller below:

Character Controller

The character controller works through a partnership of three main classes.

Player Camera
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Camera Anchor
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Camera World Subsystem
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The Player Camera is a custom class meant to be used in-place of the default camera setup that Unreal Engine tries to use. This version is an independent actor whose Spring Arm is attached to a generic scene component. This is what allows the camera to focus on a part of the map instead of the Player Character. The Player Camera class also has custom functions that filter input logic coming from the Character class that enables the Camera to move or not move in sync with the Player Character.

I'll level with you, I'd rather be building more features for this project than continuing to add to this write up. I'll expand this once I get some additional motivation (or finish new features). In the meantime you can view all the code I wrote for the project on my github or view the video I made for a quick overview. 

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