ok. Starting a new 3rd person project in ue5.6 – in C++
Nice. Clean slate, C++ style. Here’s a quick checklist to kick off a **3rd-person C++ Unreal Engine 5.6 project** the right way:
—
### 🧱 1. **Create the Project**
– Launch Unreal Engine 5.6.
– Choose: **Games > Third Person > Next**
– Project Type: **C++**
– Target: **Desktop/Console**
– Graphics: **Maximum**
– Starter Content: Optional, but recommended
– Raytracing: Depends on your goal, usually “No”
– Name it something bold. (“ProjectOmega” > “RickMovesMatter”)
—
### ⚙️ 2. **Initial Compile**
– Let Unreal create the `.uproject` and associated files.
– Let it compile automatically—first compile may take a bit.
– When VS opens, make sure the right solution config is selected:
`Development Editor` & `Win64`.
—
### 🧬 3. **Know Your Project Structure**
– `Source/ProjectName/`
– `ProjectName.cpp` → Primary entry point
– `ProjectName.h` → Module definition
– `Character/` → Usually where the `ThirdPersonCharacter` lives
– Check that it inherits from `ACharacter` and has a `CameraBoom` and `FollowCamera`.
—
### 🛠️ 4. **Hot C++ Tips**
– **Use `GetCharacterMovement()`** for physics tweaks.
– Use `SetupPlayerInputComponent()` to bind movement and camera.
– Place your core logic in `Tick()` sparingly — don’t make it a dumpster.
– Remember: Every C++ class you want to use in Blueprints should be:
“`cpp
UCLASS(Blueprintable)
“`
—
### 🧪 5. **Test Immediately**
– Compile from within Unreal or VS (`Ctrl+Shift+B`).
– Hit **Play** early and often — even if it’s just to walk in a circle.
—
### 🎯 Next Steps?
Let me know what you want to do first:
– Modify the camera?
– Add inventory or interaction?
– Digging into animation or a terrain mechanic?
We can build it step-by-step like a proper madman architect.
How do I import new material into the mix
If by *”import new material into the mix”* you mean **bringing in a new material (texture/shader combo)** into your UE5.6 project, here’s how to do it *quick and clean*:
—
### 🪵 1. **Import the Raw Assets (Textures, etc.)**
– Drag your files (e.g. `.png`, `.tga`, `.jpg`, `.exr`) into the **Content Browser**.
– Ideally, into `Content/Materials` or a subfolder.
– You can also right-click in the Content Browser → `Import to…`
—
### 🎨 2. **Create a Material Asset**
– Right-click in the folder → **Material** → Name it (`M_SuperCool`, for example).
– Double-click it to open the **Material Editor**.
—
### 🧩 3. **Build Your Material Graph**
Inside the Material Editor:
– Drag your imported textures into the graph.
– Connect them:
– **Base Color** ← `TextureSample RGB`
– **Roughness** ← `TextureSample R` (if you have a roughness map)
– **Normal** ← `TextureSample RGB` (set Texture Sample type to *Normal*)
If you have a packed texture (e.g., R = AO, G = Roughness, B = Metallic), use it accordingly.
—
### ⚙️ 4. **Set Material Properties (Optional but good)**
– Under the **Details Panel**, tweak:
– **Shading Model** (`Opaque`, `Masked`, `Translucent`)
– **Two-Sided**, if needed
—
### 🧵 5. **Apply It**
– Select the object or mesh in the **viewport or World Outliner**
– In the **Details Panel**, find the **Material slot**
– Click the dropdown or drag your new Material into the slot
—
### 💡 Bonus: Assign via C++
If you want to apply a material via C++:
“`cpp
YourMeshComponent->SetMaterial(0, YourMaterialInstance);
“`
Just make sure `YourMaterialInstance` is a `UMaterialInterface*`, usually loaded via `ConstructorHelpers`.
—
Want help building a reusable C++ function to auto-load and apply materials at runtime?
how do I create a material where at 0.0 location there is sand and at each subsequent reasonable tick changes the material.
Ahh, dynamic terrain material blending — now we’re cooking with procedural gas. You want a material that **changes based on world position**, so at **(0,0)** there’s *sand*, and as you move along X/Y, it transitions into different materials. Here’s how to do it:
—
## 🧪 GOAL:
A **World Position-based material blend** that shifts from one texture (e.g., sand) to another (e.g., rock, grass, lava, regret) depending on distance from (0,0,0).
—
## 🧱 1. **Setup: Make a Base Material**
1. **Create Material** → `M_WorldBlend`
2. Open it up, set **Shading Model** to `Default Lit`
3. Turn on **”Used with Landscape”** or **”Two-Sided”** if needed
—
## 🧩 2. **Material Graph Nodes**
Here’s the flow:
### A. **World Position**
“`plaintext
WorldPosition → Mask (R and G) → DistanceFromOrigin
“`
– Add `WorldPosition` node
– `Component Mask` it (R and G) to ignore Z
– Feed into `Length` node → this gives you distance from origin on X/Y plane
—
### B. **Use Distance to Drive Lerp**
Say you want sand at 0.0, then blend to rock at 1000 units out, and snow by 2000.
“`plaintext
Distance → Remap to 0-1 range → Lerp between textures
“`
Example blend logic:
“`plaintext
Distance (length) → Divide by 1000 → Clamp(0,1) → Lerp(Sand, Rock)
“`
Do this again:
“`plaintext
Distance (length) → Divide by 2000 → Clamp(0,1) → Lerp(PrevResult, Snow)
“`
Stack it as needed.
—
### C. **Textures**
– Add Texture Sample nodes for Sand, Rock, etc.
– Plug into `BaseColor` using `Lerp` chain as shown above.
– Optional: Plug same logic into `Normal`, `Roughness`, etc., for extra realism.
—
## 🎨 3. **Optional FX**
– Add **noise** or **sine wave distortion** to make transitions more organic
– Add a **custom parameter** for a radius multiplier or smoothness, exposed for tweaking in instances
—
## 🧠 TL;DR Flow:
“`plaintext
WorldPosition (R,G)
→ Length (distance from origin)
→ Divide (normalize by blend radius)
→ Clamp(0,1)
→ Lerp(Material A, Material B)
→ Plug into BaseColor
“`
—
## 🛠️ Bonus: Use in Landscape
If applying to a Landscape:
– Enable **”World Position Offset”**
– Use **Landscape Layer Blend** node in combo, if needed for more control
—
Want me to drop a pre-built node layout or plug this into a reusable C++ dynamic material system?
I strated a project in bp but now need the C++ files – I created an empty c++ class and now have a sln file but there is one more step, right?
Right on. You started with Blueprints, then added an empty C++ class, which gave you the `.sln` and a bit of C++ plumbing—but yeah, there’s *usually* one more key step before your C++ code is fully baked into your project:
—
### 🔑 The Missing Step: **Generate Project Files + Compile**
1. **Generate Visual Studio Project Files**
– In Unreal Editor, go to **File > Refresh Visual Studio Project** (or right-click the `.uproject` file in Explorer and choose **Generate Visual Studio project files**).
This makes sure the new C++ class and dependencies are included in your VS solution.
2. **Open the `.sln` in Visual Studio** (if not already)
– Check the new class files appear under your project.
3. **Build the Project in Visual Studio**
– Hit `Ctrl+Shift+B` or **Build > Build Solution**.
– This compiles the C++ code, linking it with UE5.
4. **Return to Unreal Editor and click Play**
– The engine will hot-reload your compiled C++ code.
– Your new class will now be available both in code and in Blueprints.
—
### Pro Tip:
If you ever mess with project files, it’s safe to:
– Close Unreal Editor
– Right-click `.uproject` → **Generate Visual Studio project files**
– Open `.sln`
– Build
– Reopen Unreal Editor
Keeps things clean and synced.
—
If you want, I can walk you through creating a proper C++ subclass from your Blueprint base or converting Blueprint logic into C++. Just say the word.
Ok. I have first class cpp loaded in Rider. I want to know what I can do with this file. I mean, does it run every time I launch the game? Can I put in function, place assests change stuffs – tell me all I can due with this file and add can I add other cpp + h files?
Alright, you’ve got your first C++ class open in Rider, and you’re wondering what wizardry it holds and how far you can push it. Let’s unpack what this file *really* means in UE5.6 and what powers it grants you:
—
## What is this C++ class?
– It’s a **blueprintable object** or **game actor/component**, depending on what you created.
– It doesn’t “run” on its own like a standalone app but gets called/instanced by the engine *when the game needs it*.
—
## When does it run?
– **It runs when the engine or game instantiates the class.**
For example, if it’s an `AActor` subclass placed in the level, your class’s lifecycle methods get called:
– `Constructor` — When the object is created (usually in editor or at runtime)
– `BeginPlay()` — Called once the game starts or when the actor is spawned
– `Tick(float DeltaTime)` — Called every frame if ticking is enabled
– `EndPlay()` — When the actor is destroyed or level unloads
– If it’s a **component**, it gets attached to an actor and ticks with it.
—
## What can you *do* with it?
– **Add variables:** `UPROPERTY()` for editable or replicated values (floats, ints, vectors, assets references, etc.)
– **Add functions:** `UFUNCTION()` to expose them to Blueprints, networking, or just C++ calls
– **Manipulate assets:**
You can:
– Reference assets (textures, meshes, materials) using `TSoftObjectPtr`, `UStaticMesh*`, etc.
– Spawn actors dynamically
– Change materials or meshes at runtime
– Control animations, sounds, particles
– **Handle input:** Bind input events if it’s a pawn or actor with input enabled
– **Logic:** AI behavior, movement, physics, custom gameplay code — anything you’d do in Blueprints, but more performant and flexible
—
## Can you add more `.cpp` and `.h` files?
– **Absolutely.**
Your project is a C++ project now — add classes, utility files, structs, enums — whatever your heart desires.
– Just:
– Right-click the `Source/YourProject/` folder in Rider or UE Editor → **Add C++ Class** or
– Create files manually and include them in your `.Build.cs` and project files if needed (usually automatic)
– Organize code however you want — folders, modules, plugins.
—
## Example quick lifecycle methods you can override in your actor class:
“`cpp
// Constructor – good for initializing defaults
AYourClass::AYourClass()
{
PrimaryActorTick.bCanEverTick = true; // enable ticking
}
// Called when the game starts
void AYourClass::BeginPlay()
{
Super::BeginPlay();
UE_LOG(LogTemp, Warning, TEXT(“Game Started!”));
}
// Called every frame
void AYourClass::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Your per-frame logic here
}
“`
—
## Summary
| Question | Answer |
|———————–|————————————|
| Runs every launch? | Runs **when spawned** or in-game starts |
| Can it hold functions? | Yes, add C++ & Blueprint-exposed functions |
| Can it hold assets? | Yes, hold references and manipulate them |
| Can I add more files? | Yes, project is fully C++ now |
| Can it replace Blueprints? | Yes, or complement them |
—
Want me to help you write a cool starter actor class that spawns something or manipulates materials on the fly? Or maybe how to hook input and move your character from C++?
Well lets do some real world – lets ragdoll the actor (just the default start actor in a 3rd person template) after 3 seconds
Heck yes—time to yeet the default mannequin into ragdoll mode like a good ol’ physics god.
—
## 🧪 GOAL:
Make the default 3rd person character go full **ragdoll** after **3 seconds** of play.
—
## ✅ Step-by-Step:
### 🧱 1. Open Your Character Class (likely `YourProjectCharacter.cpp`)
### 📦 2. Add the Timer + Ragdoll Logic
#### In `.h`:
“`cpp
// In YourProjectCharacter.h
FTimerHandle RagdollTimerHandle;
UFUNCTION()
void EnableRagdoll();
“`
—
#### In `.cpp`:
“`cpp
// In YourProjectCharacter.cpp
#include “TimerManager.h”
#include “Components/SkeletalMeshComponent.h”
void AYourProjectCharacter::BeginPlay()
{
Super::BeginPlay();
// Set a timer to ragdoll after 3 seconds
GetWorldTimerManager().SetTimer(RagdollTimerHandle, this, &AYourProjectCharacter::EnableRagdoll, 3.0f, false);
}
void AYourProjectCharacter::EnableRagdoll()
{
USkeletalMeshComponent* MeshComp = GetMesh();
if (MeshComp)
{
MeshComp->SetSimulatePhysics(true);
MeshComp->SetCollisionProfileName(TEXT(“Ragdoll”));
UE_LOG(LogTemp, Warning, TEXT(“RAGDOLL ENGAGED!”));
}
}
“`
—
## ☑️ Notes:
– `GetMesh()` gets the SkeletalMeshComponent (the mannequin).
– `SetSimulatePhysics(true)` makes the mesh fall under physics.
– `SetCollisionProfileName(“Ragdoll”)` ensures correct collision response.
– If physics doesn’t trigger, make sure:
– The skeletal mesh has physics asset (`.phya`) set up
– Physics bodies are enabled for bones (they are in the default template)
—
## 💡 Bonus:
– You can re-trigger animation by calling:
“`cpp
MeshComp->SetSimulatePhysics(false);
“`
and re-enabling the anim instance.
—
Want to take it up a notch and make it ragdoll **only when shot**, **fall off a ledge**, or **explode with force**?