Hello, I’m trying to make a character move depending on the “MoveForward” and “MoveRight” Axis Input. The movement works fine when I use UInputComponent::BindAxis() for both axes. In this case I have two functions, MoveForward(float val) and MoveRight(float val).
I’d like to access input from both axes in a single function called MoveXY( float dx, float dy ), so that I can construct a vector indicating the direction of movement input, then I can add a turning effect using that vector. Since I’m working with a static camera, the character orientation will depend on its movement. My thoughts is to have a local FVector, and let the two movement functions affect that FVector instead of character movement, then I can add character movement and the turning effect in the Tick() function. Is it practical?