I personally always like to start with a blank project.
So first, I would make a new character blueprint.
In the components tab, add a static mesh, make it a cube. On this cube⦠I think you will need to enable physics in the details panel.
Then, add a camera boom and a camera, make the camera a child of the boom. Set the camera to the approximate distance away from the cube that youād like. Also, thereās a setting on the camera, something like āTry to use the rotation of the pawnā, make sure thatās disabled. Actually that might be on the āDefaultsā tab of the blueprint. In any case, it will make it so the camera tries to rotate with the cube which will just make you sick with this setup
.
In the event graph⦠this is where it gets trickier with the moment controls. In the video, I canāt tell if the cube is moving purely due to rotation, but it looks that way.
So⦠Pressing āWā should rotate the cube in the direction the camera is facing, Pressing āSā should rotate the cube towards the camera, pressing āAā should rotate the cube to the left and āDā to the right.
I had a few paragraphs typed up here, but Iām having a tough time coming up with the solution. You can use the cameraās forward vector to get the direction in which the pawn should rotate along with Add Controller Pitch Input and Add Controller Roll Input to do the actual rotating, but Iām not sure of a good way to take the directional vector and turn it into a rotator. Maybe someone smarter than me can weigh in on that.
Now we need to be able to move the camera. Under the second menu in the editor window, I think itās āEditā or āPreferencesā or āsettingsā⦠I canāt remember. In any case, the menu that has āProject Settingsā as an option. Go in there, go to the āInputā tab on the left. Here, you should see axis mappings. Add one for Look Up, select Mouse Y from the dropdown, and Look Down, select Mouse X from the dropdown, setting the scale to 1 for each.
Now back in the event graph, right click and add an event for āLook Upā. This should get triggered whenever the game detects youāve moved the mouse on the Y axis. If you link this up to a Add Pitch Input node (make sure to link the output of the āLook Upā to the input of the āAdd Pitch Inputā node), I believe that should rotate the camera up and down. Do a similar thing with the āLook Rightā, linking it to a Add Pitch Input node. I think that should be it for the camera.
The only thing left is jumping and double jumping, I think. āJumpā is a standard function in the Unreal Engine. If you create a new event āSpaceā and link a āJumpā node to it⦠Iām honestly not sure what will happen. Normally, the pawn jumps upwards, completely normal. But Iāve never done this with an actor that rotates like the cube. You may need to use the Launch Character node instead. In either case, I believe you will need to use the āLaunch Characterā for the double jump (I think the standard āJumpā function only works if on the ground). Iāve done this recently, hereās how I set it up.
Note: This might not be perfect, Iām at work and canāt test it. I also had to piece it together in MSPaint from other images I found.
So that should allow them to ājumpā one additional time while in the air. Replace the ā1ā in the āLaunch Velocityā on the launch character node with however strong you want the jump to be. Probably closer to 300-500.
Ok, well thatās about as good as I can do with the resources at hand, but hopefully this at least gives you a starting point.