#playercontroller
This Global Task handles the opening and closing of input listening. This is triggered via a bound delegate from the PlayerController.

This is certainly better than the naive method I used when I first started learning UE5 in 2024. And nowhere as questionable as my GameplayEffect variant last year.
September 27, 2026 at 10:49 PM
Lets see how my playercontroller handles this. :D

The edges of the looping are defined as grindable rails, i dont think it will work.

#godot #gamedev #blender #b3d #indiegame
August 25, 2026 at 5:04 PM
3. To make our character's body and camera view work behave as desired and point the right way up (or down, or sideways), adjust Control Rotation in the PlayerController, based on the gravity direction. Use cross-product between Forward vector and new Up vector to determine the new Right vector.
August 16, 2026 at 11:46 AM
Lmaoooo yeah I found some posts by you explaining how it's supposed to work. At the moment it loses track of the pre-sequencer info somehow and then falls back to playercontroller, which is like...almost never the intended viewtarget. At least try the controlled pawn!!
August 6, 2026 at 3:01 AM
Currently I only have No Element, Fire and Ice, which I think will be a good start.

Also part of code clean up is to extend the PlayerController to allow for climbing. I'm taking heavy inspiration from how the earlier Zelda games (TP and WW) handled jumping and climbing.
March 3, 2026 at 5:11 AM
プレイヤーの構造
StateMachine、BehaviorTree

PlayerControllerからメインモジュール(PlayerDodge、Hurt、Attack)とサブモジュール(PlayerAttackEffects、PlayerAttackMotion…)に分けていくのは良いと思うんだけども

PlayerMoveの取り扱いに困る
PlayerController直下のモジュールとして考えていくのが自然?
July 10, 2026 at 4:14 AM
Ue's kinda strange cuz there's some stuff that's prebuilt and can be rebuilt from the ground up, like their skybox and playercontroller. It's nice they have these general purpose structures in place, but they can kind of be blackboxes of code that if you're doing anything too crazy might
February 23, 2025 at 12:06 AM
I get it, I usually default to my own solutions too, but the PlayerController is a happy middle ground where it doesn't do too much for you (unlike running full non-kinematic rigidbodies), but handles all the small annoying things and integrates neatly into the engine, worth checking out!
November 13, 2024 at 2:32 PM
In most cases I would probably use the built-in PlayerController, the default behaviour is already pretty good and it's relatively easy to add stuff on top of it.
November 13, 2024 at 1:11 PM
Dans l'exécution de ce state, je passe le playerController et le CharacterController au state.

Seulement j'avais " oublié " de passer le CharacterController en l'initialisant dans le constructeur, du coup je me retrouvais avec " Character Controller is null Error " ...

Bref le code ...
January 20, 2025 at 1:27 AM
In Unreal it can be as simple as this. Assuming your UI handles the communication itself. The local player controller can be omitted for non networked games. Unreal has a HUD class but i prefer to initialize and store the HUD in the PlayerController class.
February 1, 2026 at 1:35 AM
PlayerController wip
December 30, 2025 at 5:44 PM
🚀 [PsyShiftX] Update

🛠️ Added instance orchestrator, hardened the level loader, fixed the main menu opti, fixed debug HUD polling, made the playerController handle errors better, fixed DMI pipeline init, added global orchestrator

🌐 sapphirelabs.cloud | #indiedev
May 5, 2026 at 3:11 AM
wednesday debug session: spent 3 hours finding the bug 😅

turned out i named the script 'player_controller' but called it 'playercontroller' in gdscript.

attention to detail: 100%
paying attention: 5%

#gamedev #godot
February 18, 2026 at 6:30 PM
I was asked to move all the movement onto a PlayerController and refactor the multiplayer logic — in one pass. The refactor that usually takes a few tries, because the controller doesn't even exist on every machine in a networked game.

One shot. Tested live with two players It held.

Live 12pm UK 🤍
June 2, 2026 at 10:01 AM
I know the feeling lol.

I'm actually quite on track; hoping to get the backbone of my current project (playercontroller, interaction system, ect) done before the 25th of this month. I doubt ill be able to actually do that, but I've made really good progress and im feeling good about it.
November 12, 2024 at 10:47 AM
Iiiinteresting. How does it work with runtime generated objects? Say a runtime instantiated enemyPrefab instance needs a reference to the PlayerController in the scene?
July 8, 2025 at 2:43 AM
ok ECS question for those in the know... how you do go about composing a player entity? do you try to make it really granular or do you cheat and allow yourself a sort of big unwieldy PlayerController system?
November 18, 2024 at 7:19 PM
The proxy is a ScriptableObject, so it can be serialized/referenced everywhere. It forwards all interface calls to the concrete and at runtime it locates the concrete instance (e.g. PlayerController) on first access. So there is a runtime operation involved here, but it's cheap :)
July 8, 2025 at 5:51 AM
Good question! The enemy would need to access the player by interface (e.g. IPlayer), then you would create an InterfaceProxyObject for the player and plug that into the IPlayer field in the enemy prefab. More details here github.com/alexanderlar...
GitHub - alexanderlarsen/Saneject: Dependency injection that feels native to Unity. Resolve your dependencies in the Editor. No runtime container, no surprises.
Dependency injection that feels native to Unity. Resolve your dependencies in the Editor. No runtime container, no surprises. - alexanderlarsen/Saneject
github.com
July 8, 2025 at 5:47 AM
I just bullied my way with C# to slap new root motion, animation-driven loco for PlayerController on top of Unity prototype with code-driven loco. Has follow & static cams with diff input directions too.
I honestly felt no part of it was working until it came together, like magic in my clumsy hands.
April 4, 2025 at 4:11 AM
Feels like I had a go-around the entire engine to try and figure out where to enable Touch to use the Click event (Project Settings? Input? My InputMappingContext??).

Turns out it's right in the PlayerController defaults.
September 6, 2025 at 7:36 AM
Here's another way I found PID controllers useful :)
www.youtube.com/watch?v=sYF_...
3D Generative AI PlayerController
YouTube video by Moonlander
www.youtube.com
November 27, 2024 at 2:30 PM