This page covers the character components, input, movement, and equipment settings.
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Core keeps the shared movement and inventory behavior, then adds the actions a firearm needs. 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Move and look affect the character; use, aim, and inspect go to the equipped item. For example, pressing use starts the item's `,_jsx(`code`,{children:`UseItem`}),` action, and releasing it calls `,_jsx(`code`,{children:`StopUsingItem`}),`. A firearm and a grenade can respond differently to those same inputs.`]}),_jsx(`p`,{children:`Free look sends look input to the camera so the player can look around independently of the normal character turn.`}),inputImage,_jsx(`h2`,{id:`interfaces-and-types`,children:`Interfaces and types`}),_jsxs(`p`,{children:[`Use `,_jsx(`code`,{children:`BPI_Gameplay_Character`}),` to call `,_jsx(`code`,{children:`GetCharacterMesh`}),`, `,_jsx(`code`,{children:`GetAnimationComponent`}),`, `,_jsx(`code`,{children:`GetEquippedItem`}),`, and `,_jsx(`code`,{children:`GetFirstPersonCamera`}),`. 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