I want to make a character preview system. I started off with a blank project which really wasn’t that blank. When I simulate the “game”, the mouse and keyboard control move the camera and I cannot figure out how to suppress keyboard input and use the mouse input to rotate my target mesh.
I tried deleting the camera and using a different type of camera, but had no luck with that. The camera still moved.
I am very new to Unreal Engine and the editor and am finding the whole thing very confusing. The editor seems to want to do everything for me…its way. I want to do things my way. So I am not getting on well with it.
No responses in a week. Is this post stuck in the moderation queue or something? For a week?
I have so many questions about how to do stuff that all other games do but which doesn’t seem to be at all possible in Unreal Engine. Like rearranging features on a face to scaling a character to make it taller or more bulky. Since the documentation doesn’t cover this but it is all common stuff that lots of people do, I was hoping the forums would be more use, but here is my first post, still without any responses after an entire week.
I’ve spent so much time trying to figure out how to do stuff with UE4, but I am seriously considering giving up and never ever using UE4 (and recommending to everyone else not to bother as there is no community support and it is so hard to use).
Can confirm that it wasn’t stuck in the moderation queue.
Sometimes posts are just missed, more so if they are posted on weekend, due to the shear volume that show up.
Moving on.
Simulate kicks off all the gameplay stuff, but your input is still sent to the editor.
This is so you can inspect various elements in play etc.
Play In Editor is what you are looking for if you want to test both the input and camera out.
You can also just possess/eject to switch between them.
As far as input overriding, a combination of SetCamera() and SetInputModeUIOnly() with a full screen widget is what I have used in the past for character/item editors.
Take a look at Unreal Engine Blueprint API Reference > Input for more info on on SetInputModeUIOnly() etc.