> For the complete documentation index, see [llms.txt](https://pmc-docs.gitbook.io/pmc-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://pmc-docs.gitbook.io/pmc-docs/quick-start.md).

# Quick Start

### <mark style="color:blue;">Step 1:</mark> Create a Pawn

<figure><img src="/files/259uh8rkCDQelpf9ReZF" alt="" width="563"><figcaption></figcaption></figure>

**Name your Pawn however you prefer** (for example: **BP\_Prop**).

After creating it, **open the Pawn Blueprint, we’ll configure everything inside this Pawn.**

***

### <mark style="color:blue;">Step 2:</mark> Add a Static Mesh Component&#x20;

You can name it anything you like. I'll use PropMesh.\
![](/files/ndQTZKc2HGIxjvK2lULL)\
\ <mark style="color:$warning;">**Note:**</mark>\
Select your **Static Mesh Component**, then search for **Generate Wake Events** in the Details panel and set it to **True**.

<mark style="color:blue;">This is required for Physics Sleep / Wake events to function correctly.</mark><br>

<figure><img src="/files/oiv3HUxfrXIJi6F3DISY" alt="" width="355"><figcaption></figcaption></figure>

***

### <mark style="color:blue;">Step 3:</mark> Add Spring Arm & Camera

Add a **Spring Arm** component, then attach a **Camera** to it.\
Select the **Spring Arm**, and in the Details panel:

* Enable **Use Pawn Control Rotation**
* Set **Target Arm Length** to **350**
* Set **Socket Offset Z** to **90**

This ensures the camera properly follows controller rotation and maintains the correct third-person distance and height.\
&#x20;

<figure><img src="/files/8qumsy1vxVaCsjxvHLjA" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/iG6rbxHraD5uTaaVutck" alt=""><figcaption></figcaption></figure>

***

### <mark style="color:blue;">Step 4:</mark> Add Physics Movement Component & Setup Local Input

Add the **Physics Movement Component** to your Pawn. Then, inside your Pawn, follow the setup shown in the screenshots and connect the required nodes exactly as shown.

This logic ensures that:

* Input is initialized **only on the local Player Controller**
* Remote clients and server instances do NOT add input mappings
* Enhanced Input Mapping Context is safely registered per player\
  ![](/files/51TroXoP2TQLwtnwaNOV)

<figure><img src="/files/g4hvcl6ULXoNZzh4KEsB" alt=""><figcaption></figcaption></figure>

***

### <mark style="color:blue;">Step 5:</mark> Connect Input Actions to PMC Functions

In this step, we wire your Enhanced Input Actions directly into the **Physics Movement Component (PMC)**.

The goal is simple:

* Movement → `Add Physics Movement`
* Jump → `Jump`
* Rotation Request → `Set Directional Rotation Input`

Follow the setups below.

<figure><img src="/files/WHoAgPuKDGQaNcti0tcR" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/GS8czrIZZ7x3kgdhobK7" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/ejzv3YxINWAy9OBVI8Qe" alt=""><figcaption></figcaption></figure>

### <mark style="color:blue;">Step 6:</mark> PHI Quick Start

PMC setup is complete.

Head over to [**PHI Quick Start**](/pmc-docs/prophunt-interaction-phi/quick-start.md) to configure prop interaction, transformation, and outline features.

> After this step, your core Prop Hunt gameplay loop will be ready.

***

\
**You’re all set!**

At this point, your inputs are fully connected to PMC - movement, jumping, and rotation are now driven entirely by the Physics Movement Component.\
\ <mark style="color:$warning;">Note:</mark> If movement does not respond, double-check that your Input Actions are correctly mapped.

Next, head over to the [**Variables & Settings**](/pmc-docs/variables-and-settings.md) section on the left to learn what each PMC setting does and how to fine-tune movement behavior, physics response, and player control to fit your project.

From here, it’s all about tweaking and dialing in the feel. Have fun experimenting.\ <br>
