> For the complete documentation index, see [llms.txt](https://docs.kia.dev/motion/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.kia.dev/motion/start-here/getting-started/clone-the-pre-configured-motion-character.md).

# Clone the pre-configured Motion Character

To quickly get started with Motion, Motion ships with a pre-configured Motion Character that you can use to instantly playtest!

As Motion gets updated from time to time, this Motion Character may be modified by updates, so in this guide we will make a copy of it that remains mostly unaffected by updates to not interrupt your development.

### Making a clone

To make a copy of the character that ships with Motion, we need to ensure that we are able to find it first!

To do so, open your Content Browser, press the "Settings" button in the top right of the content browser and enable `Show Engine Content` and `Show Plugin Content` by clicking on it.

<figure><img src="/files/NJNOKICmgqJwIC6WgSv6" alt=""><figcaption></figcaption></figure>

Once done, you should be able to see all of Motion's contents on the left-hand side of the content browser.

<figure><img src="/files/LgbIgG4qvczXpMfutNZO" alt=""><figcaption></figcaption></figure>

Navigate to `Plugins\MotionCore Content\Motion\Blueprints` and locate the `BP_MotionCharacter` blueprint.

<figure><img src="/files/E5fOqGqXOGAgFqvp1rlM" alt=""><figcaption></figcaption></figure>

Click-and-hold the asset, and drag it towards the main Content folder of your project and select "Copy here".

<figure><img src="/files/YguWCyWCVWQfELSt1Mu7" alt=""><figcaption></figcaption></figure>

If successful, you will see a message like this:

<figure><img src="/files/5zXbH7o1kFOZHJ6TIDq2" alt=""><figcaption></figcaption></figure>

Once copied, make sure to rename your copy of the blueprint so you can identify it when selecting it from drop-down menus. Right-click it and select "Rename". Then, give it a new name. I'll go with `B_MyGameCharacter`.

<figure><img src="/files/5MBO3XycwTRKlpJm4EHU" alt=""><figcaption></figcaption></figure>

### Creating a new GameMode

To ensure that our copy of the pre-configured Motion Character is used, and not the original, when we playtest we will now create a new GameMode.

Right-click in the content browser and select "Blueprint Class".

<figure><img src="/files/XG6R4sxne9LdvFN1tXlV" alt=""><figcaption></figcaption></figure>

In the popup that appears, select "Game Mode Base" and a new GameMode asset will be created. Give it any name you'd like. I'll go with `B_MyGameGameMode`.

<figure><img src="/files/mmZRsJESvgcspsbubeZO" alt=""><figcaption></figcaption></figure>

Open the new game mode by double-clicking it, and select "Class Defaults".

<figure><img src="/files/PtjeBrPNa04Xc7to3pxZ" alt=""><figcaption></figcaption></figure>

Then, in the details tab, go to the "Classes" section, and for the "Default Pawn Class", select your copy of the Motion Character (in my case `B_MyGameCharacter`).

<figure><img src="/files/TK7UaX59Zxw8QIVpC2vo" alt=""><figcaption></figcaption></figure>

While you are in this screen, also update `Player Controller Class` to be `MotionPlayerController`.

<figure><img src="/files/qEv2yOc8iOE7GnSCi3Rb" alt=""><figcaption></figcaption></figure>

### Updating the project default game mode

Once our new game mode is ready to be used, we need to let Unreal Engine know that it should use it for our project.

To do so, open the "Project Settings" by clicking the "Settings" button in the top-right corner of the editor and select "Project Settings".

<figure><img src="/files/yVeZHDDNeYOir9BO2C2f" alt=""><figcaption></figcaption></figure>

In there, select "Maps & Modes" from the left-hand side menu.

<figure><img src="/files/nghVt6fv87CnKNV4taCp" alt=""><figcaption></figcaption></figure>

And there select your game mode in the "Default GameMode" dropdown menu.

<figure><img src="/files/XmibpaCTqKSfYEKX1QeL" alt=""><figcaption></figcaption></figure>

### Setting up Motion's Input Component

To make sure that all inputs work as intended, you need to switch the default input component class used in your project to the one that ships with Motion.

With the project settings still open, head to the "Input" settings.

<figure><img src="/files/nrN566Ondn8fW1FDBRlb" alt=""><figcaption></figcaption></figure>

In there, all the way at the bottom, change the default input component class to `MotionInputComponent`.

<figure><img src="/files/bGVhVd91SBbO8QNn2yF2" alt=""><figcaption></figcaption></figure>

### Verifying your Results

You should be ready to roll now! You can test if your new character is selected by hitting the ![](/files/VtclnZHc4ISfjg4f95h8) icon at the top of your screen or pressing `ALT-P`.

You should:

* [ ] notice that there is some debug information being shown (which you can disable as described in "[Modifying your Motion Character](/motion/start-here/modifying-your-motion-character.md)").&#x20;
* [ ] notice that the camera is rotating as your character "breathes".
* [ ] be able to move the camera with your mouse.
* [ ] be able to walk around using either a connected controller or using `WASD`.
* [ ] be able to jump with either `SPACEBAR` or `A (XBOX) / X (DUALSHOCK)`.
* [ ] be able to crouch with either `CTRL` or `B (XBOX) / O (DUALSHOCK)`.
* [ ] be able to sprint with either `SHIFT` or `L3 (XBOX / DUALSHOCK)`.


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