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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:

  1. this is how you correctly setup input axes for the mouse in the Project Settings -> Input, starting from a point where the whole input list is completely empty.

  2. Then this is how you set up a new, blank PlayerController to be able to work with the mouse axes you set up in the point 1

  3. Then this is how you set up a new, blank Pawn to be able to work with that PlayerController

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.

Product Version: UE 4.13
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asked Jan 03 '18 at 11:39 AM in Blueprint Scripting

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Midnight.sh_code
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avatar image Midnight.sh_code Jan 03 '18 at 11:41 AM

...everything in UE ecosystem seems so incredibly opaque, limiting, non-explanatory, all over the place, and nobody seems to be able to write a concise tutorial on anything... :(

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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.

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answered Jan 03 '18 at 12:45 PM

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xlar8or
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avatar image Midnight.sh_code Jan 03 '18 at 02:15 PM

hi, yeah, after 5 hours of scouring 10 pieces from 6 different tutorials and then loads of trial and error, I got the solution. yes, it's kind of "trivial", when you already know what you're doing. problem is, tutorials should be usually made for people who don't yet know what they're doing =D

the final main issue was I didn't know about "Add Yaw Input"/"Add Pitch input" functions/blueprint nodes, so i was trying to get pawn rotation and add a rotation composited from mouse x+y to it, which... well, you probably know how adding rotations works, not as straightforward as is usually useful...

i think/hope i just broke through the steel-concrete atomic bunker wall that is the initial understanding of how unreal does things.

i still dislike it, but at least i'm starting to understand it. and I intend to make it into the kind of tutorial I was hoping for the whole time I was trying to solve it.

thanks for your answer, though

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