You can place the clamp nodes and then select them (by either dragging the mouse over them or clicking on them while holding Ctrl), right click on them (not on a pin though), and select the Collapse Nodes option on the menu that pops up. You can then double click on the newly created collapsed graph, click on the Inputs / Outputs node, navigate to the Details window while one of them is selected, and add new float type input & output pins. But you don’t have to do this, it was just for organization purposes.
Right click on the Return Value of the Spawn Actor node and select the Promote to Variable option on the menu that pops up.
Like I explained here
The camera will be it’s own actor. You should add a camera component to the pawn class blueprint that we will dedicate to the camera. You can do it by navigating to the Components window, clicking on the Add button with a green plus icon on it, searching for camera and selecting the camera component.
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IA Move is an Axis 2D (Vector 2D) type Input Action. From the IMC, one of it’s keys has no modifiers (in this case, the right movement key which is D), one is negated (the left movement key which is A), one is swizzled (the forward movement key which is W), and one is both swizzled and negated (the backward movement key which is S). If you choose to have no modifiers for the forward movement key (W), negate the backward movement key (S), swizzle the right movement key (D), and both swizzle and negate the left movement key (A), then you’d need to change the World Direction pin of the Add Movement Input node which the Action Value X pin of IA Move is plugged in to (x = 1, y = 0, z = 0) and the one Action Value Y is plugged in to (x = 0, y = 1, z = 0).
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IA Drag is an Axis 2D (Vector 2D) type Input Action. From the IMC, it’s binded to Mouse X & Y 2D Axis and it’s values are negated. You can select that control by clicking on the dropdown menu next to the keyboard / mouse / controller icon, expanding the Mouse option and selecting it under there.
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IA Zoom is an Axis 1D (Float) type Input Action. It’s binded to Mouse Wheel Axis and no modifiers are added.
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IA Lock is a Bool type Input Action. No modifiers added.
You can add modifiers to the input action keys from the IMC by first adding them as mappings, adding them new control bindings, expanding the mapped key and clicking on the plus (+) icon next to the Modifiers text like this:
Here’s the most basic course out there. Not sure if there are tutorials dedicated to how nodes work though. There is actually kind of a tutorial series called “WTF is a [insert node name]” but they’re obviously separate videos for a tons of nodes.
If you have any more personal, specific questions, we can move the conversation to Discord if you like.
Cheers!