I’m doing this in blueprint:
I bind right mouse button to an input action “MouseLook” and the left mouse button to an input action “MouseRun.”
Then in the player controller, I update the mouse capture based on the input event:
Then in the input controller, I override the controller/axis input with a +1 axis value if the “Is Mouse Running” bool is set, meaning the right and left mouse buttons are down.
You can do this same thing in C++ if you don’t want to use blueprints.
