On this page you will certainly learn how to modify the existing Third Human being Template job to produce a Top Dvery own 2D style game.

You can usage your own 2D character via this tutorial or you have the right to downpack a sample character from the attach below:

Setup Project

Here we will certainly erected our task for this tutorial, you deserve to import your very own assets during this area or use the Sample Assets provided.

Create a new Third Person Blueprint template project.

Inside the task, Right-click on the Content folder in the Content Browser and also create a New Folder.


Give the folder a name such as TopDown or whatever before you would certainly prefer.

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Right-click on the SoldierSprites ascollection and pick produce Flipbooks.


This will certainly instantly produce two Flipbooks based upon the sprite sheet for us.


(Optional) Open the Idle Flipbook and in the details panel collection Frames Per Second to 3.0.


Also set the Run Flipbook Frames Per Second to 8.0.


This will slow dvery own the playago rate of both Flipbook Animations.

Our project is currently set up and we have the right to begin setting up the Top Dvery own Character.

Character Setup

Here we will develop a new Paper 2D Character Blueprint and put up the character.

Right-click in the Content Browser and choose to create a brand-new Blueprint Class.


In the Pick Parent Class home window, click the All Classes drop dvery own and search for and include the PaperCharacter.


Give the new Blueprint a name such as TopDownCharacter.

Inside the TopDownCharacter Blueprint, in the Components window click the Sprite component.


In the Details panel under Sprite click the Source Flipbook drop down and pick the Idle Flipbook.


The character will certainly then be included to the Viewport inside the Capsule Component.


Back inside the Details panel under Transform, collection the Rotation to -90,0,90 and Scale to 0.75 for XYZ.


This will certainly rotate the Flipbook right into position and also range it dvery own so it fits inside the Collision Capsule.

In the Components window, click the CapsuleComponent then in the Details panel change the Shape settings.


This will certainly differ based upon the character you are using, we have set both Half Height and Radius to 45.0.

In the Components home window, click TopDownCharacter(self) then in the Details panel, un-check Use Controller Rotation Yaw.


For this example we are going to instantly orientate our character to the direction they are relocating and also not usage the controller rotation.

In the Components home window, click the CharacterMovement component.

In the Details panel for CharacterMovement, update the Max Walk Speed to 400 and check Orient Rotation to Movement.


This will minimize the characters motion speed and also instantly revolve the character based on our activity.

In the Components home window, click Add Component and also search for and also include a Spring Arm component.


Click Add Component aobtain and include a Camera component, then drag the Camera onto the Spring Arm to attach it.


Select the Camera component, then in the Details panel, zero out the Location setting.


Select the Spring Arm then make the following updays in the Details panel.


Here we are adjusting the Rotation of the Spring Arm (and by expansion, Camera) to 180, -90, 180 to place the video camera straight above the character. We are additionally adjusting the cam distance away from the character by altering the Taracquire Arm Length to 600. Finally we"ve unchecked the Inherit choices for Pitch, Yaw and Roll as we execute not want to inherit settings from the cam.

Click Compile and Save then minimize the Blueprint (we will certainly come earlier to it in a moment).

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The character is setup, however tbelow is no motion script applied to it which we will grab from the Third Person Character Blueprint.

Finishing Up

Tbelow is no must reinvent the wheel right here, given that this template comes through a character with scripted use for motion, we have the right to copy that right into our Paper Character to administer motion for it.

For more comprehensive information on establishing up character motion and setting up character motion from a empty job, see the Setting Up Character Movement in Blueprints documentation.

Inside the ThirdPersonBP folder in the Content Browser, open up the Blueprints folder then the ThirdPersonCharacter Blueprint.

Inside the Event Graph, copy the Movement Input section by Left Mouse dragging an option box then pushing Ctrl+C to copy.


Tright here is other manuscript in right here for 3D gameplay such as manipulating the cam, controller input and jumping. For the objectives of this tutorial we are only came to via basic activity.

Rerotate to your Paper Character Blueprint and also press Ctrl+V in the Event Graph to paste it in.

Also inside the ThirdPersonBP and also Blueprints folder, open the ThirdPersonGameMode Blueprint.

Under Classes, change the Default Pawn Class to your Paper Character (TopDownCharacter).


This will collection our Paper Character as the default character to usage throughout gameplay.

Inside the level delete the Blue Character so you will not take manage of it when launching the game.


From the Key Tool bar, click the Play switch to play in the editor.

Although the 2D character is idle, you have the right to currently move around the default map utilizing the WASD tricks.

This tutorial illustprices just how to put up the structure of a top dvery own game by developing a playable 2D character, tbelow are various other tutorials you deserve to take a look at to continue to construct this sample such as the Setting up an Animation State Machine (to set up different Flipbook Animation claims for the character to use) and the area on Paper 2D Tile Maps to create a 2D map. Want a solved cam position rather of a follow camera for your optimal down game? The How to Use Camages in Blueprints web page will certainly show you exactly how to collection that up and also more.