Free Flying Camera Issues

Greetings everyone. I’m really new to Unreal 4, but I would like to start tackling Blueprints. I have a project in mind that needs to switch between several cameras and pawns dynamically. The idea is a battle game where units are controlled in an RTS fashion (move here or there with clicking, a flying camera, selecting/deselecting units) but you can also take individual control of a pawn and control them with 3rd person like controls and POV.

I was able to use the Top Down template to get the click-move controls, but having a free flying camera has been stumping me. I found where I should be using InputAxis MoveForward and MoveRight, but I haven’t been able to get them to move in the other directions. I saw others using these and it worked for them so I’m sure I’m missing something!

Here are some images of what I have in mind and what I’ve tried. There are a few variations of this blueprint that I’ve attempted but didn’t work, but to conserve space I’ll leave those out. I will also likely need help with selecting/deselecting Pawns but I think that should be another post. If it’s better for me to ask that in this thread as well I can provide my attempts for that as well. I think once I get some more experience with BP’s I’ll be able to figure out what I need to do on my own but I need some help getting started. :slight_smile:

Yes, you are missing something. If you do a printString on your MoveForward and MoveRight events you will see that they are constantly sending 0 unless you press one of the A, W, S, D keys. If you go to Edit and select Project Settings, then goto the inputs panel. You will see where they set these up. These axis and action events allow you to set an event and then call it with several different keys or different controllers. Action events are called when a button is pressed essentially where as axis events run constantly, 0 for no input and +1 to -1 during input; typically. The Scale value to the right here is important. One goes + and the other -.

If you go back to your blueprint you will see on the event tick you have an add movement input. This is what should be attached to the axis events without the gates. The axis value should be placed in scale value. Set X, Y, or Z for movement direction.

Wow, I was severely over-complicating it! Thank you so much. I was getting really down about not being able to figure out what all the tutorials were calling so easy. Again thank you!