HERE ARE THE STEPS I TOOK. I HOPE THIS IS CLEAR AND CONCISE. IF THERE ARE STEPS THAT I HAVE MISSED OR MADE A MISTAKE ON, I WOULD MORE THAN APPRECIATE BEING FILLED IN ON. THANK YOU SO MUCH! More Below
- Create Pawn Class Blueprint
- Open Class Blueprint
- Enter the Viewport of the Pawn’s Blueprint.
- Add Component, and search for “Capsule Collision” and select it.
- Add Component and search for “Scene” and select it.
- Add Component and search for “Camera” and select it.
- From the Components panel, drag Camera over Scene and let go to parent.
- Adjust camera’s height to where a head would be.
- Enter the Event Graph of Pawn’s Blueprint.
- Go to Edit> Project Settings
- Under “Engine” in the Project Settings window, select “Input”.
- Add two “Action Mappings”
- Label one “Up_Arrow” and the other “Down_Arrow”
- Set the up arrow key to “Up_Arrow” and down arrow key to “Down_Arrow”.
- Then add one “Axis Mappings”.
- Rename to “MoveUp”
- Set keys to W and S.
- For S, set scale to -1.0.
- Go back to Event Graph of Pawn.
- Create the 2 nodes of the up and down arrow Input Actions I just set up.
- Bring in a Sequence node.
- Connect the “Pressed” outputs from Up and Down arrow Input Actions to the flow input of Sequence node.
- Create a “Clear and Invalidate Timer by Handle” node.
- Connect the “Released” outputs from Up and Down arrow Input Actions to the flow input of “Clear and Invalidate Timer by Handle” node.
- Drag out blue wire from “Handle” of “Clear and Invalidate Timer by Handle” node and promote to variable.
- Rename the newly create “Timer Handle” to “Menu Cursor Timer”.
- Create a “Set Timer by Event” node and change its time to “.3” while check on “Looping”.
- Connect “Then 0” from Sequence node to flow input of “Set Timer by Event” node.
- Drag red wire out of the “Event” input of “Set Timer by Event” node and search for “AddCustomEvent”.
- Rename “Add Custom Event” node to “LoopingCustomEvent”.