
Pawn, the score would reset, but if you kept your score on your PlayerController, it would not. In this example, if you kept your score on your The PlayerController essentially represents the human player's will. A PlayerController is the interface between the Pawn and the human player controlling it. The PlayerController persists throughout the game, while the Pawn can be transient.įor example, in deathmatch style gameplay, you may die and respawn, so you would get a new Pawn but your PlayerController would be the same. The PlayerController implements functionality for taking the input data from the player and translating that into actions, such as movement, using items, firing weapons, etc. "start crouching", "jump").Īlso, in some cases, putting input handling or other functionality into the PlayerController is necessary. In this case, the PlayerController decides what to do and then issues commands to the Pawn (e.g. However, if you have more complex needs, like multiple players on one game client, or the ability to change characters dynamically at runtime, it might beīetter to handle input in the PlayerController. It is possible to handle all input in the One thing to consider when setting up your PlayerController is what functionality should be in the PlayerController, and what should be in your Pawn.
