
설명
VIDEO PREVIEW
Switch Person – Character Switching System is a Blueprint-only character switching system that lets the player instantly cycle possession between multiple registered characters. Characters automatically register themselves via Actor Components, and the system can optionally hand control of the previously possessed character to a demo AI Controller (for autonomous movement when unpossessed).
Key Features
Runtime Possession Switching: switch to the next character with a single input action.
Auto Registration (2 Actor Components): characters register themselves into a shared list automatically (no manual array setup).
Safe Index Wrap: cycles through the list and wraps back to the first character at the end.
Previous Pawn Handling: stores the previously possessed pawn and can Spawn Default Controller for it after switching.
Enhanced Input Ready: includes an example IMC setup for keyboard + gamepad.
Demo AI Controller Included: optional example controller that moves the unpossessed character around (for showcase/testing).
Blueprint-Only: no C++ required.
How It Works
Each character uses AC_CharactersArray to register itself into AC_SwitchCharacter at BeginPlay.
On IA_SwitchCharacter, the system:
validates the list,
possesses Characters[CurrentCharacterIndex],
caches the previous pawn,
increments the index for the next press,
optionally spawns a default controller for the previous pawn (AI takeover).
Included (Example Setup)
AC_CharactersArray (Actor Component)
AC_SwitchCharacter (Actor Component / switching logic)
BP_Example_Player_Controller
BP_Example_Character
BP_Example_GameMode
AIC_ExampleCharacter (demo AI controller)
IMC_ExamplePlayerInput (Enhanced Input mapping)
Notes
Designed for quick integration: add components → bind input → place characters → play.
If you find this asset useful, a Fab review would really help. Thank you!


