WHere are the keys actually being binded?

Just got Unreal and trying to figure out what’s making my character jump (just so I know how to set inputs and such and to generally just learn the engine). I opened up a “Code First Person Shooter” template. I looked in the Character.cpp file and found a function that seems to be handling the input bindings. Ok cool. So I look at it and it all makes sense however I don’t see where the keys are actually being binded. Where is it that “space” = jump? or Mouse click = shoot? Again, just trying to get mess around with Unreal at the moment so please excuse my ignorance here I just can’t seem to find where the actual keys are being inputted.

void APlaygroundCharacter::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
	// set up gameplay key bindings
	check(InputComponent);

	InputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
	
	InputComponent->BindAction("Fire", IE_Pressed, this, &APlaygroundCharacter::OnFire);
	InputComponent->BindTouch(EInputEvent::IE_Pressed, this, &APlaygroundCharacter::TouchStarted);

	InputComponent->BindAxis("MoveForward", this, &APlaygroundCharacter::MoveForward);
	InputComponent->BindAxis("MoveRight", this, &APlaygroundCharacter::MoveRight);
	
	// We have 2 versions of the rotation bindings to handle different kinds of devices differently
	// "turn" handles devices that provide an absolute delta, such as a mouse.
	// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
	InputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
	InputComponent->BindAxis("TurnRate", this, &APlaygroundCharacter::TurnAtRate);
	InputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
	InputComponent->BindAxis("LookUpRate", this, &APlaygroundCharacter::LookUpAtRate);
}

Its in the project settings. In the editor, go to Edit->Project Settings, find Input, then you should see where the input mappings are described.

thanks! One more question, is there any way to manipulate the physics for the jump?

These settings are also reflected in the DefaultInput.ini file in ProjectName->Config.

Yes, if you select the character you should see in the properties there is a charactermovement? section (something like that) with jump values etc. There’s also a tutorial on YouTube on the UnrealEngine channel on playing with these values (plus I saw another one not on their channel).