Camera Stabilization

The Player Character is set up using 2 skeletal mesh: 1 for the first person and 1 for the full body.

This is useful if you want a stabilized camera and avoid bobbing while moving around.

If you don’t like it, you can toggle the feature using the EnableCameraStabilization bool, enabled by default.

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Audio

The sounds of the character are stored inside the Data Asset named DA_FoleyAudioBank.

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They’re mapped using a Gameplay Tag and a Surface Type, used to play different sound based on it.

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If you want to play a sound, you can retrieve it directly from the Data Asset, specifing the tag and the target surface (if you need it).

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Input

Like on Lyra, Input Actions are handled by gameplay tags.

In the “Input” section of the character you can find the assets you need to configure new inputs.

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