Any SANE and ACTUALLY USEFUL tutorial for making mouse-look in blueprints, FROM SCRATCH (no pre-existing settings, gamemodes, inputstuff, anything)
I think it's all in the title. I've been googling for two hours and yet I am unable to find any tutorial that would sanely and usefully go through all the steps needed to setup mouse look from complete zero (no pre-existing gamemodes, controllers, pawns, input settings, etc). What I need is:
I haven't found any tutorial even remotely like this, they all jump all over the place, brush over the core things because they use the pre-built stuff instead of actually teaching something useful, and... I just don't get it.
Pre-builts, pre-sets, templates... the absolute worst things for actually learning something. Not even the "new empty project" is empty... I need to go from scratch building it all myself so i can actually understand what the hell is going on.
asked Jan 03 '18 at 11:39 AM in Blueprint Scripting
Hey there, setting up those things are pretty trivial, probably that's why there is no tutorial for them. The Input part is just creating axis mappings for the mouse X and mouse Y (look up and turn/look right) and set them with the scale of 1 or -1 depending on if you want invert axis or not. Creating a new blank playercontroller is just creating a new blueprint that derives from playercontroller. You can create a new pawn just the same way but you derive from pawn instead of playercontroller. To assign your pawn and player controller you need a custom game mode (do the same thing but for gamemodebase) and on the gamemode options set the default pawn class t your pawn class and the controller to your player controller class. After that you need to go either on the map or the maps & modes in the project settings and select which game mode you want to use, you select yours.
answered Jan 03 '18 at 12:45 PM
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