Incremental Bring-Up
Add one UCC capability at a time and keep a known working checkpoint after each step. This route prevents camera, locomotion, animation, health, and item problems from becoming one combined failure.
1. Prove movement and camera
Complete First Playable Character. The character must move, look, and remain stable with a clean Console before continuing.
For a project model, complete Quick Setup and Character Creation with only the systems required for movement. Disable Items for the first custom-character test when its data and slots are not ready.
2. Test one standard Ability
Use Jump or another standard Ability already added by Character Manager. Confirm its start input, active state, animation, movement, and completion before adding a custom Ability.

If the character moves but the Ability does not start, inspect the active Ability list, input name/start type, blocking Ability, and required ground/object condition.
3. Apply health and respawn
Enable Health through Character Manager or confirm the generated Character Attribute Manager, Character Health, and Character Respawner group. Apply a controlled amount of damage, observe the Health Attribute decrease, then test death and respawn separately.
Do not add combat items merely to test health. A simple damage source or project diagnostic is easier to isolate.
4. Create one item
After movement, camera, animation, and health work:
- Create or select one Item Type.
- Confirm the character has item support, a valid Item Collection, Item Set Rule, and matching slot.
- Build one simple Character Item through Item Manager.
- Add it to the starting inventory or collect it through one pickup route.
- Equip it, use it once, and unequip it.

Use Item Troubleshooting before creating a second item when the first does not equip or use.
5. Add one world interaction
Add one Interact target, pickup, or moving platform. Verify its trigger/layer setup, Ability start, visible response, and completion. Then add Surface effects or States only when the core interaction works without them.
Bring-up checkpoint
At the end of this route, one scene should prove:
- movement and camera ownership;
- one standard Ability;
- health decrease and recovery or respawn;
- one equipped and usable item; and
- one world interaction.
Keep this scene or prefab version as a regression checkpoint. Add AI, multiple perspectives, inventory integrations, saving, multiplayer, and advanced animation only after the corresponding simple owner is stable.