


To see the list of current Axis Mappings, press the triangle to the left of the Axis Mappings text. The horizontal movement of the mouse is converted to a float based on the direction and speed of the mouse and is sent to add controller yaw input to rotate the character. The axis value is used for the mouse input to control the camera of the first person character. This output sets the scale of the add movement input function. When the player presses D the player moves right due to the float output being 1. Pressing the A key sets the float output to -1 and moves the player left. One example of this is the first person character template movement code.
Ue4 ai actions code#
Axis Mappings What are Axis Mappings?Īxis Mapping’s outputs a single execution pin every frame and also outputs a float value that is set by specific keys/buttons, control sticks or mouse inputs.ĭifferent code can be run on the Axis value as each axis value is assigned is set to a different key. This prints “Light Toggle Pressed” when LightToggle input is pressed and “Light Toggle Released” when LightToggle is released. To make sure that this input works I have attached two print string nodes to the InputAction. This fires when your custom input is pressed or released. This is due to actors not receiving input events by default To use your new mapping in a non character or pawn blueprint, you will need to use the enable input node on begin play for that actor. Type the name of your Mapping inside your character or pawn blueprint event graph to get an event. Now your Action Mapping’s are fully setup. This adds one extra key that will cause this event to trigger Adding Functionality To add multiple input keys you can press the + symbol next to the name of the Action Mapping. Shift, Control, Alt and or Command have modifier boxes to the right that can also be ticked to make your input only work if they are pressed at the same time. In this case I named mine LightToggle as I am going to use this input for toggling lights in my level.įrom here you can now click the drop down box that current says None and select the key that you want this Action Mapping to use. Give the new Action Mapping a name that relates to what you want to use it for. To create a new Action Mapping press the + icon next to the Action Mappings list. These are the defaults that come with the FirstPersonShooter template. Here we can see all of the Action Mappings that my project uses. To see the list of current Action Mappings, press the triangle to the left of the Action Mappings text. Examples of Action MappingsĪction Mappings are perfect for single fire events such as reloading, jumping, crouching or shooting. Triggering these events can run new lines of blueprint code. On the right section of the Project Settings window we will now see all of the input settings that we can change in our project.Īt the top you can see the two lists for Input Actions and Input Axis under the Bindings category Action Mappings What are Action Mappings?Īction mappings are inputs that only output execution pins. On the left hand side we can see all of the settings we can change in our project. The Project Settings window will open up and look like this:

To find the input settings window, click on Edit and find the Project Settings option. Saving this to the Input configuration file is then easy so remembering your custom settings after your players reload their games.

These features can inform the engine exactly which feature you wish to rebind e.g. The first step to having fully bindable key inputs is to use Input Actions and Input Axes for your game. Giving your players access to this feature will improve the quality of life your players will have throughout the entire experience. Swapping the jump input, the sprint input or the crouch input fixes this for most. Hard coded keys or buttons limits the gameplay of some players as they prefer their own custom layouts.
