Introduction
In the previous chapter, we created our C++ class that inherits from the Character
class and added all the necessary Actor
components to be able to see the game from that character's perspective, as well as being able to see the character itself. We then created a Blueprint
class that inherits from that C++ class, in order to visually set up all its necessary components. We also learned briefly about Action and Axis Mappings.
In this chapter, we will be going more in-depth on these topics, as well as covering their C++ usage. We will learn about how player input works in UE4, how the engine handles input events (key presses and releases), and how we can use them to control logic in our game.
Let's start this chapter by getting to know how UE4 abstracts the keys pressed by the player to make it easier for you to be notified of those events.
Note
In this chapter, we will be using an alternative version of the Character
blueprint we created, called...