Ajouter Unreal Engine Actor, Pawn, Character explained
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# **Hierarchy**
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- Actor
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- Pawn
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- Character
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# Actor (AActor)
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An Actor is the base class for any object that exists in the Unreal Engine world.
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**Definition**
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> Any object that has a transform (location, rotation, scale) and can exist, act, or be rendered in the world.
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**Characteristics**
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- Has a position, rotation, and scale
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- Can contain Components
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- Can execute logic (Tick)
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- Can be replicated over the network
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**Examples**
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- Static or interactive props
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- Lights
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- Triggers and volumes
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- Projectiles
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- Cameras
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- Visual effects
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**Note**
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An Actor cannot be controlled by a player or AI by default.
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# Pawn (APawn)
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A Pawn is an Actor that can be possessed and controlled.
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**Definition**
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> A physical representation of a player or AI entity in the world.
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**Characteristics**
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- Can be possessed by a PlayerController or an AIController
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- Acts as the link between:
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- input / AI logic
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- the physical world
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- Can receive movement commands
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**Examples**
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- Player character
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- Enemies
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- Vehicles
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- Drones
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- Controllable cameras
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**Note**
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A Pawn **does not provide advanced movement systems by default**
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(walking, jumping, gravity, etc.).
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# Character (ACharacter)
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A Character is a Pawn specialized for humanoid characters.
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**Definition**
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> A ready-to-use Pawn designed for bipedal characters with standard movement behavior.
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**Built-in Components**
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- CapsuleComponent (collision)
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- SkeletalMeshComponent (animations)
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- CharacterMovementComponent (advanced movement)
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**Features**
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- Walking, running, jumping
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- Gravity, slopes, stairs handling
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- Camera ↔ animation consistency
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- Network-ready movement (client prediction)
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Examples
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-FPS / TPS player characters
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- Humanoid NPCs
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- Bipedal enemies
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**Note**
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Less suitable for non-humanoid entities
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(vehicles, atypical creatures, or objects).
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