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The Sci-Fi character inherits the shared Gameplay Framework runtime through BP_Shooter_Character. Extend the product character or common interfaces instead of duplicating the base flow.

Runtime model

BP_Gameplay_Character owns generic movement, camera setup, item selection, sprint, and lean state. BP_Shooter_Character and product characters extend this base instead of rebuilding it.

Character lifecycle

The base character exposes UpdatePlayerMovement, GetActiveItem, SetupCamera, EquipCurrentItem, and UpdateLeaning. Extend OnPossessed for possession-time project setup. Call the parent behavior before adding mapping contexts or child-only state.

Character interface

Use BPI_Gameplay_Character.GetCharacterMesh, GetAnimationComponent, GetEquippedItem, and GetFirstPersonCamera across module boundaries. These functions avoid casts to a concrete pack character.

Items and views

The item owns the gameplay lifecycle. The view owns presentation. Call AC_ItemView.TryInitialize after the item has an owning character. Override OnEquip, OnUnEquip, OnInspect, or OnUseItem in a child view. To add a general item:
  1. Create a child of BP_Gameplay_Item and configure ItemMesh.
  2. Add an AC_ItemView child when the item needs montages or Niagara effects.
  3. Implement the required BPI_Gameplay_Item events.
  4. Add the item class to the characterโ€™s ItemClasses.
  5. Query it through interfaces from generic character or UI logic.
ItemClasses is class configuration. Items is runtime state populated by the character. Do not prefill Items in class defaults.

Enhanced Input

IMC_Gameplay_Core provides the shared character and item actions. Keep project-specific bindings in a project mapping context. Do not edit the supplied common context for one projectโ€™s controls.

Product entry point

/Game/KINEMATION/Sci-fi_FPS_Pack/Blueprints/BP_SciFi_Character is the fastest parent for a Sci-Fi shooter. Add the supplied or project-owned weapon classes to ItemClasses, then configure both core mapping contexts as shown in Character setup.