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Module 33 begins with a detailed tour of the official First Person Blueprint template. You will launch the project in standalone mode and observe its core mechanics: WASD movement, mouse-look rotation, jumping, weapon pickup via overlap, and projectile firing. The instructor explains the enhanced input system, including Input Actions (Jump, Look, Move, Shoot) and how they are mapped to keyboard keys and mouse buttons through Input Mapping Contexts. The walkthrough dissects every Blueprint class in the project hierarchy: GameMode (which configures default Pawn and PlayerController classes), PlayerController (which registers the movement IMC in BeginPlay), and Character (which binds input actions to movement, look, and jump callbacks). Special attention is given to the Pickup Actor using a collision box that detects Character overlap, employs reflection to check for existing weapon components, and dynamically adds a WeaponComponent to the character. The instructor explains why input mapping priority, dynamic registration, and one-shot collision handling are important patterns. By the end of this lesson, you will have a thorough understanding of how the FP Blueprint template is architected, preparing you to implement the same functionality in C++.

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