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Bring the controller architecture to life. In Part 2, we fully implement the Character side of our top-down shooter in Unreal Engine 5 using Blueprints. We wire up mouse-facing rotation, camera-relative movement, primary attack requests, and build clean camera controls with rotation and smooth zoom — all while preserving the decoupled interface-driven architecture we established in Part 1. This isn’t just about making it “work.” We fix subtle movement issues caused by camera pitch, normalize directional vectors properly, and build smooth zoom interpolation using Timelines — so the system feels professional, responsive, and extensible. By the end of this episode, you’ll have a fully functional top-down character that: • Moves relative to camera orientation • Rotates to face the mouse cursor • Receives and responds to interface-based attack requests • Rotates the camera independently of the character • Smoothly zooms using interpolation instead of hard snapping And more importantly — you’ll understand why each piece is implemented the way it is. In Part 3, we’ll clean things up, add real projectile logic, and start expanding the gameplay layer on top of this foundation. Part 1: • UE5 Top Down Shooter Tutorial Blueprint M... --------- Follow the journey and get deeper insights, join the newsletter below! 👉 Newsletter: https://www.revivedzeal.com/ --------- ✔️📱Follow me on X: https://x.com/RevivedZeal ✔️📱Connect with me on LinkedIn: / zakraymer ✔️📱Subscribe to the Channel: / @revivedzeal --------- • UE5 Top Down Shooter Tutorial Blueprint M... 00:00 Introduction 00:20 Implementing Character Look At 02:58 Primary Attack Debug Test 03:50 Converting Movement to Camera-Relative 05:56 Fixing Movement Speed (Forward Vector Normalization) 09:02 Extending the Architecture (Camera Controls Overview) 10:24 Creating Rotate & Zoom Input Actions 11:55 Building the Camera Interface (BPI Camera) 13:37 Implementing Camera Rotation (Spring Arm Yaw) 15:15 Implementing Zoom with Sensitivity 17:12 Smoothing Zoom with a Timeline 20:58 Wrapping Up & What’s Next #gamedev #indiedev #UE5 #unrealengine #unrealengine5 #topdownshooter #blueprint #tutorial #gamearchitecture #indiegamedev #buildinginpublic