Hello, I’m starting with UE4 and I am pretty much stuck on the link between PlayerController, Character/Pawn and Action/Axis mappings. I would like to know if I’m not understanding something properly or maybe I’m totally of base about what I’m trying to do. I would also appreciate the answers on particular use-cases for which I cannot decipher the proper input handling structure.
I’ve read/viewed everything I managed to google on this matter and have a following mental picture: In the editor I can setup Action and/or Axis mappings of my events to desired inputs (for example: event MoveForward bind to W key). Next there is a PlayerController that represents player’s will which can Possess Pawn/Character and take control over it. PlayerController in turn issues commands to this Pawn/Character which ultimately performs the desired action. Now for the things I’m not sure about:
1.) Where is better to handle InputComponent bindings and where the actual movement logic (in the Controller or on the Character or maybe somewhere completely different)?
2.) What would be the correct way to handle the case, when I had an infantry man that could jump into a tank or airplane? Have separate PlayerController for each of these cases + another for some menu navigation and swap between them or have one master PlayerController where all the InputComponent bindings would lie and the swapping would be done only on the level of Possessing different Pawns as would the situation require? If the 2nd case is correct, what would be the behavior in the situation, when the same key would be used to drive different events for different vehicles (for example: while driving a tank W would be used for moving forward, but in the airplane it would be used to pitch up)? Would I get a trigger for both of these events but only that which is doable would be run or only the one that is used to fire some action by currently Possessed Pawn?
3.) Lastly the most important thing that I’ve omitted so far is, that I actually don’t care about traditional movement of character in the world it inhabits. My current goal is to use mouse and keyboard input to select joints from the Character’s skeletal mesh and drive SkelControls to manipulate its hands in-game (I understand there would be aditional steps required to accomplish this, but right now I’m stuck at the input setup). Ultimately I want to interface Kinect with UE4 and copy movement of player’s hands onto an in-game avatar (I assume that at minimum I would need to create brand new PlayerInput class that would somehow handle this type of input, likely a lot more than that). Is this even the correct way to approach this problem or am I totally of base trying to do it this way? (I really hope not)