Welcome back everyone in this video, our goal is to get the groundwork of our player character setup so that we can start to move in a sensical direction that is left to right from a top orthographic viewport because remember in the last video, we made it so that our map here was reoriented. So from a top orthographic view, we would be actually moving from left to right. Now we just need to modify some of our character components as well so that it supports that sort of a level structure. So this is what we need to do first and foremost is in your content browser under your sources panel here. And again, you can click this button to show or hide this leftmost directory. You're going to come under your side scroller b p folder in in the characters, not the Character Blueprint section.
You're gonna find your side scroller character asset, I am just going to move where this is located right now because this is going to be the character that we want to use throughout this project. So with it selected, I'm just going to scroll up along the left hand side here. And I'm going to move it into our Metroidvania blueprints characters folder. Just drag and drop it right here, it's gonna say, do you want to copy it or move it, I'm gonna choose move it. And then I'm going to select that folder, and I'm going to rename this asset. So I'm just gonna select it, press f2 to rename it, and I'm going to call this BP underscore player.
The next thing I'm going to do is double click on it to open it up. And what I am looking at right now is my Event Graph tab. So note that this is selected right here there is some script that exists in here to get your player character moving left and right and being able to jump if you have any other script in here at the moment. By default, you can delete that out. The only thing I want to rename in here for the time being is this movement input script, as well as this jump script and we are going to be making some modifications to these in just a moment. Firstly, I need to make some changes to our camera and I'm just going to jump over to our viewport tab here quickly.
That guy right there. If I was to play the game, you'll notice a problem right now. One is that that camera is a little bit close. I need it a little bit further away. And let's see what else we want to change about it. Well, let's start off with our spring arm component right here.
What is a spring arm component You can think of a spring arm component as sort of like a selfie stick, or a camera boom. It's going to control how far away that camera is from our player character. And I'm going to set the arm length right here not to be 500, but 700. Additionally, I'm going to change the absolute rotation of this not to be 180. But actually negative 90 over on this side now why would I do that because when I click play, I want to be viewing it from this angle. So I just pivoted, where that camera is located in relation to my character here.
So target arm length of 700 and absolute rotation in the Z to be negative 90. Okay, next thing I want to do is I'm going to come under my perspective option right here. I'm going to click on that and I'm going to choose a top orthographic view And one thing I just want to double check here is that my characters actually facing down the x axis. This blue arrow determines which way My character is oriented. And you can see that this red line right here represents my x axis. And I do want to facing down that axis to begin with, which he is, so we are good to go there.
Just a little sanity check here, I'm going to change it back to my perspective view. Next, let's come under the Event Graph. Now, I do have some existing scripts here for movement input and a jump input, I'm actually going to put these in a new graph. So along the left hand side of the My Blueprint panel, I'm going to come under my graph section here and click this plus button to add a new graph and I'm going to call it move set and the only reason I'm doing this is for organizational purposes. Got a lot of characters scripting that I'm going to be creating. And I want these two bits of script to live in my movie set tab.
So I'm going to jump on over to my Event Graph. And you can see there's my move set tab. And I am simply going to left click, highlight these, I'm going to right click cuts, and I'm going to come under my moveset. Right click, and actually I can just hit Ctrl V to paste those. That is an easier way to go about it. So this is my basic move set.
And one thing you'll notice is that if I jump in and play right now and hit those w s and D keys, you're not actually going in the direction you want to a key is moved me this way. D key has moved me that way. How can I fix that? Well, right here. We've got an input access event for moving on. Right, that is here by default, instead of going in the Y, negative direction, I'm going to change this to be an x value of one, y value of zero.
So basically when we input our command for moving, right, that is going to move us in the positive x direction. Basically the D key is going to move us right, the eight key is going to move us left let's give that a try. D key does not move us right, he does not move us left. What is going on? Hmm, another problem to be solved here. Well, the way we can solve this is that if we select our character movement component, there's something else that we need to adjust in here.
If I scroll down in my list of components, here are my my details under my character movement component. I've gotten Something called constrain to plane where is it right here planar movements. constrained a plane is checked on And currently, it says I am constrained to my x plane. What I want to do is I want to change this plane constraint normal x of zero and y of one. And that should fix it so that I can then use my A and D keys to move left and right so let's Compile and Save this click play. And now when I press my D key, I can move right and my aiki will move me left.
It can it keeps me constrained to the Y plane as well as the z plane I can still go up and down as well. Okay guys, that is going to do it all for our basic character setup. Our character is now moving in accordance to our level setup. That'll do it all for this one. We will see you in the next Video