How can I mimic the default third-person character input on a new character?

Hello!

I’m trying to mimic the default third-person character to learn inputs. When I see tutorials, they use blueprint nodes to move the character with inputs. But I see that the default character has inputs in the details panel instead, and no code in the event graph.
How can I copy this input style to my own new character?

Thanks in advance!

I’m not quite sure what you mean by

but, the input system has changed recently.

I used to be that you specified inputs in the project settings, and then the nodes appeared in your blueprint. That was called ‘action mappings’.

The new system is called ‘enhanced input’, and relies on you initializing the system from code

Then you can put the ( new ) nodes in your blueprint, but you also need to configure what the keys do

image

That part is somewhat similar to the old system, to use.

Hey @VirtualFriend509!

Just to add on a bit more to what @ClockworkOcean explained, here is the documentation as well as a Non-Epic affiliated breakdown so you can dig deeper and create the blueprints you are looking for:

Good luck on creating your blueprints!

1 Like

Hello!

Thank you both @ClockworkOcean @Quetzalcodename so much for the information. Unfortunately, it’s not what I’m looking for.

I’ve uploaded an image to show what I mean when I mention the “default 3rd person pawn”'s input system. All of the input information that belongs to the class is set inside this input section, that can be seen in the details tab. There is no blueprint work done in this default pawn. This is what I want to mimic, as it seems simple and neatly done.

Thanks again in advance!

image

It’s coming from C++ character class implementation in character class as below.

You can find related C++ class in UE Editor and create a blueprint from that C++ class then you’ll have same InputMappingContext and InputAction parameters in Details tab.

class AMyCharacter : public ACharacter
{
GENERATED_BODY()

/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;

/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;

/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputMappingContext* DefaultMappingContext;

/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* JumpAction;

/** Move Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* MoveAction;

/** Look Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* LookAction;

There we go, thank you!