Learn step-by-step how to integrate a custom character into the new Third-Person Combat Template in Unreal Engine 5.6 using the reparenting method. Whether you’re working on a game prototype or a full production project, this tutorial covers everything you need to set up a fully functional custom character with input, animation, and blueprint logic inherited from the combat template.
In this tutorial you’ll learn:
How to use the new gameplay variations in UE5.6 templates
How to reparent your character Blueprint to BP_CombatCharacter
How to set up animations using Manny-compatible skeletons
How to fix missing input mapping context for combat logic
How to configure character movement and rotation correctly
Tools & Assets Used:
Unreal Engine 5.6
US NATO Soldier Configurator (available on FAB Marketplace)
Get the character used in the tutorial: https://www.fab.com/listings/80024cd8-7a80-4a91-8f8d-df7c574fd8cc
More compatible characters: https://www.fab.com/sellers/wellweldedgames?q=metahuman
00:00 Greetings
00:11 New UE5.6 templates usage
00:36 Project set up
01:26 Reparenting
02:52 Gamemode setup
03:20 Debugging
05:08 Setting mapping inputs
05:45 Orientation issue
06:49 Orientation fixing
07:03 Testing
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