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.

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

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

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).

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.
