Objects are node trees
Each component becomes its own child node, and the root node’s type (here CharacterBody2D) decides what the object is.
- BP_Player (Actor)
- CapsuleComponent
- SkeletalMeshComponent
- CharacterMovementComponent
- Player · CharacterBody2D + player.gd
- Sprite2D
- CollisionShape2D
Code side by side: Actor → NodeActor Component → Child NodeTransform / SceneComponent → Node2D / Node3D position, rotation, scale


