UEC++ From Basics to Advanced | M07-014: Adding a Character Hands-On -- FPS Character and Input

This video implements the first-person character in C++. We create a custom ACharacter subclass with a UCameraComponent attached to the capsule, configured to use controller rotation for first-person view. Input bindings are set up in SetupPlayerInputComponent: WASD movement via CharacterMovementComponent AddMovementInput using the controller's forward and right vectors, mouse look via AddControllerYawInput and AddControllerPitchInput, and jump via ACharacter::Jump on spacebar. A first-person arms mesh (FBX) is imported, attached to the camera, and configured with disabled shadows for local-player-only visibility. The video also demonstrates Live Coding hot-reload, breakpoint debugging to trace BeginPlay execution flow through the engine, and setting the custom Character as the default pawn class in the GameMode Blueprint.