Ajouter Unreal Engine Actor, Pawn, Character explained

2025-12-27 16:33:41 +00:00
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# **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).