Player character (my way)

UDNGame tells UDK which pawn and player controller to use, the UDNPawn references the custom animations etc. that I made, “the Player controller is the brains behind the Pawn, – Controllers come in different flavors, such as PlayerControllers and AIControllers, but their main purpose is to accept input from the player or other stimuli in the world, make process that input, and act accordingly.”

I got this from cobbling together:

http://utforums.epicgames.com/showthread.php?t=743209
http://udn.epicgames.com/Three/CharactersTechnicalGuide.html
http://webcache.googleusercontent.com/search?q=cache:yQy0XepXXJAJ:www.ex.ua/get/2772083+custom+player+controller+udk&cd=9&hl=en&ct=clnk

to get it to compile i put:

UDNGame.uc
UDNPawn.uc
UDNPlayerController.uc

into a folder called Classes inside  a folder called UDNExamples inside Development/Src. 

Then I edited
UDKGame/Config DefaultEngine.ini & UDKEngine.ini
so that under:
 [UnrealEd.EditorEngine]
it says:
+EditPackage=UDNExamples 

and i edited:
DefaultEnginUDK.ini
so that under:
[UnrealEd.EditorEngine]
;ModEditPackages=MyMod 
becomes
ModEditPackages=UDNExamples

To get the player character to showup ingame I think you have to edit: 
DefaultGame.ini and UDKGame.ini
so that under
[Engine.GameInfo]
it has:
PlayerControllerClassName=UDN.Examples.UDNPlayerController

i think the defaults alter the real ones

-So editing DefaultGame.ini changes UDKGame.ini