Lets Make: Pawn from Blueprint in a Blank Project

**Rambo20 **paste this and save it as thenamedoesnotmatter.ini ; Then Go To Edit>Project Settings>Engine>Input>import and then you should have it


 
[/Script/Engine.InputSettings]
AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
bEnableMouseSmoothing=True
DoubleClickTime=0.200000
ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Jump",Key=Gamepad_FaceButton_Bottom,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Crouch",Key=RightControl,bShift=False,bCtrl=True,bAlt=False)
ActionMappings=(ActionName="Crouch",Key=C,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Lclick",Key=LeftMouseButton,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Rclick",Key=RightMouseButton,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="RollLeft",Key=Q,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="RollRight",Key=E,bShift=False,bCtrl=False,bAlt=False)
AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000)
AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000)
AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000)
AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000)
AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000)
AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000)
AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)
AxisMappings=(AxisName="MoveRight",Key=Gamepad_LeftX,Scale=1.000000)
AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=1.000000)
AxisMappings=(AxisName="LookRight",Key=MouseX,Scale=1.000000)
AxisMappings=(AxisName="MoveUp",Key=LeftControl,Scale=-1.000000)
AxisMappings=(AxisName="MoveUp",Key=SpaceBar,Scale=1.000000)
bAlwaysShowTouchInterface=False
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
ConsoleKey=Tilde
bRequireCtrlToNavigateAutoComplete=False




That’s a different ini than you have in the first post, just a heads up. :slight_smile:

Hey there! I like the way this is going, but my problem right now is that if i have the Capsule as the camera’s parent, when I move my mouse to the side, the camera just keeps moving. I know why that is, but don’t you have the same problem too? Considering we kind of have the same blueprint?
The weird thing is if I have the camera as the Capsule’s parent, that problem isnt there, but I don’t think having the camera as the game character’s parent isn’t right. Or is it?
Cheers.

Wwell the .ini is very easy to make i think everyone can make it , the idea is to know what should be bound to axis and what to action :).

  • someone might want to name the input “askjh” instead of MoveForward. :stuck_out_tongue:

**** my hierarchy is Is
Capsule[ROOT]
Mesh
Springarm
-----Camera( the camera is attached to the springarm)
also check the rotate with controller settings