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Unreal Engine 4.X By Example

You're reading from   Unreal Engine 4.X By Example An example-based practical guide to get you up and running with Unreal Engine 4.X

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Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
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Author (1):
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Benjamin Carnall Benjamin Carnall
Author Profile Icon Benjamin Carnall
Benjamin Carnall
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Table of Contents (12) Chapters Close

Preface 1. Introduction to Unreal Engine 4 FREE CHAPTER 2. Blueprints and Barrels – Your First Game 3. Advanced Blueprint, Animation, and Sound 4. Unreal Engine, C++, and You 5. Upgrade Activated – Making Bounty Dash with C++ 6. Power Ups for Your Character, Power Ups for the User 7. Boss Mode Activated – Unreal Robots 8. Advanced AI and Unreal Rendering 9. Creating a Networked Shooter 10. Goodbyes and Thank yous Index

Creating and receiving input events


Now that we can see our character in the game world, it is time to get him moving! We are going to create some input events via our project settings, then receive those events in our BH_Character Blueprint. Let's start by setting up some input axis mappings and input action mappings. These mappings simply bind an input, that is, a key press or mouse change, to an axis event or action event that we can receive in our objects. Axis mappings should be used when you wish to receive varying levels from an input, these are most commonly used for analogue inputs such as joysticks and mouse movements. Whereas action mappings should be used when you wish to input from something that has no variable movement, for example, a button or key press.

Creating the input Events

Sometimes, you may need to create action or axis mappings that receive input from multiple sources. You may need to create an axis mapping for aiming that can take in input from both the mouse and...

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