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Unreal Engine Actor, Pawn, Character explained
k4sh44 edited this page 2025-12-27 16:33:41 +00:00

Hierarchy

  • Actor
    • Pawn
      • Character

Actor (AActor)

An Actor is the base class for any object that exists in the Unreal Engine world.

Definition

Any object that has a transform (location, rotation, scale) and can exist, act, or be rendered in the world.

Characteristics

  • Has a position, rotation, and scale
  • Can contain Components
  • Can execute logic (Tick)
  • Can be replicated over the network

Examples

  • Static or interactive props
  • Lights
  • Triggers and volumes
  • Projectiles
  • Cameras
  • Visual effects

Note
An Actor cannot be controlled by a player or AI by default.

Pawn (APawn)

A Pawn is an Actor that can be possessed and controlled.

Definition

A physical representation of a player or AI entity in the world.

Characteristics

  • Can be possessed by a PlayerController or an AIController
  • Acts as the link between:
    • input / AI logic
    • the physical world
  • Can receive movement commands

Examples

  • Player character
  • Enemies
  • Vehicles
  • Drones
  • Controllable cameras

Note
A Pawn does not provide advanced movement systems by default
(walking, jumping, gravity, etc.).

Character (ACharacter)

A Character is a Pawn specialized for humanoid characters.

Definition

A ready-to-use Pawn designed for bipedal characters with standard movement behavior. Built-in Components

  • CapsuleComponent (collision)
  • SkeletalMeshComponent (animations)
  • CharacterMovementComponent (advanced movement)

Features

  • Walking, running, jumping
  • Gravity, slopes, stairs handling
  • Camera ↔ animation consistency
  • Network-ready movement (client prediction)

Examples -FPS / TPS player characters

  • Humanoid NPCs
  • Bipedal enemies

Note
Less suitable for non-humanoid entities
(vehicles, atypical creatures, or objects).