In this document, you can easily find out where exactly in GKC you’ll find a particular feature. Each feature is described with different keywords but we encourage keeping the words you use to search a feature to a minimum.
Each feature will have its full path written out, but please remember the following formatting as it will help you understand where exactly inside GKC you can find it:
Path GameObject Component [Button] {Section Title} Feature
The first Tip is shown in full so you can understand where to go, the rest are more direct.
Displays a small white dot in the middle of the screen at all times.
LOCATION
Player And Game Management - Player 1 - Character - Player Camera - Player Camera - [Settings] - {Use Camera Reticle Settings} - Update Reticle Active State
GameObject (on which the feature is stored):
Component (in which you’ll find the feature):
[Button] (if the feature only becomes visible after pressing a button):
{Section Title} (is useful sometimes for navigation inside crowded gameObject Components):
Feature (the actual feature):
While it is possible to simply hide the camera reticle in the following menu.
LOCATION
Player And Game Management - Player 1 - HUD Elements - HUD and Menus - HUD - Player Info - Health, Energy, Weapons - Main Camera Reticle
It is NOT actually recommended to deactivate the reticle in this manner.
This will only deactivate the reticle at the beginning of the runtime, however, there are several features that might bring back the reticle when used.
For example, after using an access panel. Therefore, do not deactivate the reticle UI component, but its feature instead.
Defines the index number of the scene that is loaded when clicking Exit to Home on the pause menu.
LOCATION
Player And Game Management - Player 1 - Character - Menu Pause - Scene Number for Home Menu
When pressing Z, a slow-motion mode is entered until you press Z again.
LOCATION
Player And Game Management - Player 1 - Character - Time Bullet - Time Bullet By Input Enabled
Defines which layers GKC will recognize as walkable ground.
LOCATION
Player And Game Management - Player 1 - Character - Player Controller - Player Controller - {Ground Detection Settings} - Layer
If your character is still walking on water, make sure you set the most parent gameObject of your water to a layer that you excluded here. If prompted, you might have to apply the layer to all children as well.
Sometimes when doing changes to the water, you might have to repeat this step. This behavior has been observed with Gaia for example.
Speeds the walking up over time.
LOCATION
Player And Game Management - Player 1 - Character - Player Controller - Player Controller - {Walk/Run/Sprint Settings} - Increase Walk Speed Enabled
Adds an extra camera shake to the player when running.
LOCATION
Player And Game Management - Player 1 - Character - Player Controller - Player Controller - {Sprint Settings} - Shake Camera On Sprint Third Person
Used in order to hide objects that are not supposed to be visible in first person mode.
LOCATION
Player And Game Management - Player 1 - Character - Player Controller - Player Controller - [Advanced] - {Character Mesh Settings} - [Show/Hide EXTRACHARACTERMESHGAMEOBJECT]
Add as many slots to the list as needed and drag the game objects in here that you don’t want to see in the first person (for example eyelashes, hair, pants, shirt, shoes, etc)
Allows the player to do double jumps by pressing the spacebar repeatedly.
LOCATION
Player And Game Management - Player 1 - Character - Player Controller - Player Controller - [Advanced] - {Jump Settings} - Enabled Double Jump
Defines how long you can fall before taking damage when hitting the ground.
LOCATION
Player And Game Management - Player 1 - Character - Player Controller - Player Controller - [Advanced] - {Fall Damage Settings}
Play a sound when the player receives fall damage (for example “ouch”).
LOCATION
Player And Game Management - Player 1 - Character - Player Controller - Player Controller - [Advanced] - {Fall Damage Settings} - {Event On Fall Damage}
Add a new event and drag your gameObject with the attached audio component in here. If you have multiple different audio files that you’d like to be played randomly when taking damage, you can use the script below and call it RandomInjury, attach it to a gameObject, and add your different audio clips to the list.
Then, drag the gameObject into the Event On Fall Damage list and set it to Randominjury.Injurysound
Displays a blue circle underneath the player when jumping.
LOCATION
Player And Game Management - Player 1 - Character - Player Controller - Player Controller - [Advanced] - {Land Mark Settings} - Use Land Mark
Creates visible footprints on the ground that fades away slowly.
Change the number of items that can be carried in the inventory.
You can also change the number of inventory slots here using Inventory Slots Amount.
Displays a spinning preview of an item when picking it up and before adding it to the inventory.
Configuration for the items available in the inventory and on the player at the start of the game.
Use this list to add or remove items to your inventory list that will be available at runtime.
Additionally, you can choose whether or not items are equipped.
If you want to create new items that could be added to your inventory or picked up in the game, use the Main Inventory Manager outside the Player And Game Management instead.
Then, you can use the Initial Inventory List if you want the items to be available in the inventory at the start of the game.
If you just started with GKC and want to remove all the weapons after creating the player, remove or disable them here, don’t disable them in the player hierarchy.
Used in order to switch between melee, combat, weapon, powers, etc.
Don’t delete players mode, instead just open each player mode individually and untick Mode Enabled.
There, you also have an option to Activate Player Mode Events and Deactivate Player Mode Events.
You can use this section to unlock additional features, for example, you can use icons instead of text to indicate the current player mode on screen.
To do the above, just add UI components to your HUD, for example under Player And Game Management - Player 1 - HUD Elements - HUD and Menus - HUD - Player Info - Player Mode and disable the Text and the Current Player Mode Text.
Then, use Activate Player Mode Events and Deactivate Player Mode Events in the Player Modes settings to activate and deactivate them.
Displays a number of squares at the bottom of the screen with weapons inside.
You can use the number key on the keyboard in order to switch between different weapons easily without having to equip/unequip them in the inventory.
If you disable this, you might also want to disable Show Quick Access Slot Selected Icon, otherwise, a white line will appear on the screen when switching to a weapon.
Allows a player to jump out of the water.
Applies a blue blur to the camera when the player is underwater.
You might want to disable this feature if you have an underwater effect generated by a third-party application such as Gaia, etc.
Displays a red cross or x on screen when receiving damage.
Displays the amount of damage you've received in the form of a floating number that displays around the player.
If you play your game and GKC is not reacting to your keyboard inputs, check if any external input devices are connected to the PC (for example a controller, a tablet, etc.). If you unplug it and restart the game and it now the controls work, you can follow this step.
Some features cannot simply be disabled, instead, you have to disable the keys that trigger these features. Some of the items in the list below might have an option to be disabled, but as of my current knowledge, they can only be deactivated by disabling the input key
To disable the following keys navigate to:
/-Key (forward slash): Player Controller - Show/Hide Axes - Simple Kick
[-Key (left bracket): Player Controller - Show/Hide Axes - Activate Ragdoll in Runtime
CTRL-Key (left control): Player Camera - Show/Hide Axes - Move Away Camera
#-Key (quote, hash): Player Camera - Show/Hide Axes - Enable-Disable Camera Rotation
Shift-Key (right shift): Player Weapons - Show/Hide Axes - Edit Weapon Attachments
Alt-Key (left alt): Player Weapons - Show/Hide Axes - Weapon Melee Attack
Tip: To find out which feature is assigned to which key, you can go to.
Now you can see the full available list of keys and their respective features. In order to search for a specific key, use the dropdown “Action Key To Filter” and press the button: [Show Input Actions Keys By Filter].
Defines the name of the current level, for example in save files.
By default, your player faces North when going into play mode (North is in the direction of the blue Z editor axis) with the camera also facing North.
If you want your player AND camera to face a different direction, use Set Initial Position. Don’t rotate the Player Controller gameObject, because it will only rotate your player but not your camera.
Disable the UI panel in the bottom left corner stating things like fire/draw weapon, wheel menu, draw/holster weapon, attachments, etc.
Disable head bob or change the strength of individual head bobs based on camera state.
Press [Show/Hide BOBSTATELIST] to change the intensity of the head bob per camera state.
Below is a list of the original settings (left) versus a bit less intense ones (right)
Displays a band with a compass at the top of the screen.
You could also disable the compass under Player And Game Management - Player 1 - HUD Elements - HUD and Menus - HUD - Map - Compass Window however, this would only hide the UI component at runtime. If you want to completely disable UI components and never use them, it’s always better to disable their feature on their respective gameObject inside the Character hierarchy, rather than in the HUD Elements hierarchy.
Displays a weapon info panel (HUD) in the top right corner with the current ammo amount and a weapon thumbnail.
Repeat this on every weapon used in your game
Displays a HUD right on the weapon with the current ammo amount.
Note: Repeat this on every weapon used in your game
Defines how much damage a weapon projectile generates on the enemy.
Another feature in this section is called Projectiles Per Shot. You might want to change this in parallel to the Projectile Damage, as the two factors will be multiplied.
Some weapons (for example Assault Rifle) display a visible light beam.
Note: Disable the gameObjects in here as needed
Allows the player to jump off a ledge.
Alternatively, you can also simply lower the Jump Force When Hold Ledge in here if you just want to reduce the jump height
Allows a player to walk and run on vertical surfaces.
Displays a Dpad UI component on the screen.
This will only disable the UI of the abilities Dpad, not the accessibility of the actual features. You can still use the arrow keys on your keyboard to make use of the abilities themselves. To switch the abilities off completely, disable Ability List Manager Enabled in the same gameObject component.
Whilst you could simply disable the Dpad UI element under Player And Game Management - Player 1 - HUD Elements - HUD and Menus - HUD - Player Info - Health, Energy, Weapons, and More, I recommend disabling its feature instead (as described above).
Allows the player to go undetected by enemy AI.
Displays an objective log. U-Key.
Displays a travel station UI menu.
Displays an experience system UI.
Rotates the camera by a set amount of degrees (180 by default).
Activates the scanner system.