Enhanced Input and Pawns with C++ in Unreal Engine 5

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  • เผยแพร่เมื่อ 16 ต.ค. 2021
  • In episode 9 of the UE5 game development series, we'll create a mesh in Blender for our player, create new pawn and player controller classes using both C++ and blueprints, and then setup the enhanced input system using C++. We'll create two modes for input - traditional 3D movement with pitch limits and no roll, as well as a free fly mode using quaternions so there is no gimbal locking.
    Previous Videos - • Unreal Engine 5 Game D...
    Github Project - github.com/LivelyGeek/Flybot
    Twitter - / livelygeek
    Unreal Enhanced Input Docs - docs.unrealengine.com/5.0/en-...
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ความคิดเห็น • 27

  • @GamerX299
    @GamerX299 ปีที่แล้ว +6

    For the red squiggly lines at 9:10 i was able to get rid of them by going to the main project folder in the file explorer and right clicking the ".uproject" file and selecting "Generate Visual Studio Project Files", afterwards i was able to open visual studio normally and it was able to find all the header files.

  • @Jerdun2736
    @Jerdun2736 3 หลายเดือนก่อน

    Thank you for a perfect, and straightforward tutorial. I'm surprised how few people delve into a basic c++ enhanced input setup.

  • @bierkules2608
    @bierkules2608 ปีที่แล้ว +1

    Dude how can you not have five digits in subs. Good voice, great quality - straight forward.

  • @erin1569
    @erin1569 ปีที่แล้ว

    This video is quite old but it was just what I needed to learn the enhanced input
    thanks a lot

  • @dimokol
    @dimokol 5 หลายเดือนก่อน

    Your tutorials are golden! Thanks a lot!!!

  • @EvanDawson-fg1cc
    @EvanDawson-fg1cc ปีที่แล้ว

    Super helpful. Thank you!

  • @kalleskit
    @kalleskit ปีที่แล้ว +3

    This is so great. I am a bit confused, however; I'm trying to implement an RTS camera system, with a custom PlayerController class controlling a custom PlayerCameraPawn. Would I be setting all the EnhancedInputComponent action/axis bindings in my pawn, or..?

  • @goobr6050
    @goobr6050 2 ปีที่แล้ว +3

    you deserve way more subscribers

    • @LivelyGeekGames
      @LivelyGeekGames  2 ปีที่แล้ว

      Thanks! Hopefully the channel will continue to grow. :)

  • @awoidf
    @awoidf 2 ปีที่แล้ว +1

    This level of quality is amazing, thank you so much.
    P.S.: consider creating a patreon or buymeacoffee

  • @memerjigamer8476
    @memerjigamer8476 2 ปีที่แล้ว +2

    Thanks you sir

  • @ZeroKingHD
    @ZeroKingHD 2 ปีที่แล้ว +3

    Noice ;D

  • @user-ir2fu4cx6p
    @user-ir2fu4cx6p 2 ปีที่แล้ว +2

    I though this 1Mill view video, well done.

  • @DanielBr77
    @DanielBr77 4 หลายเดือนก่อน

    Your content is great, the pace you talk and display info could be improved though. Stil, all in all, good job

  • @dation0000
    @dation0000 2 ปีที่แล้ว

    Greetings good friend. bravo quality. you reckon you will be making a c++ gameplay ability system. abilities with this quality?

    • @LivelyGeekGames
      @LivelyGeekGames  2 ปีที่แล้ว

      Yes, I do plan on covering the gameplay ability system once I have a simple version working.

    • @dation0000
      @dation0000 2 ปีที่แล้ว

      @@LivelyGeekGames neato heal looking forward to it.u got eta?

    • @LivelyGeekGames
      @LivelyGeekGames  2 ปีที่แล้ว

      @@dation0000 It will be at least a month or so, I'd like to wrap up the basics with a few more videos first.

    • @dation0000
      @dation0000 2 ปีที่แล้ว

      @@LivelyGeekGames take ur time good sir . I have a feeling urs will be the best version yet , please use some drawings or if u can animations explaining . all the best! "doubt kills more dreams than failure ever will!

  • @thephuntastics2920
    @thephuntastics2920 8 หลายเดือนก่อน

    oh well iam a bit lost. i want to replicate the controls of soulstone survivors, wasd works, dash works but now i am trying to figure out the look at rotation of the character without it messing up the wasd forward vector . help :D

  • @user-gj7fe9zc1z
    @user-gj7fe9zc1z 2 หลายเดือนก่อน

    10:03miute,
    #include "EnhancedInputComponent.h"
    #include "EnhacnedInputSubsysytems.h"
    visual studio doesn`t see these header files, how to fix it? Please assist

    • @FutureDev_
      @FutureDev_ 14 วันที่ผ่านมา

      There is file on Engine/YourGame/Source/Build.cs add the "EnhancedInput" on PublicDependencyModuleNames.AddRange just like other

  • @unrealdevop
    @unrealdevop 5 หลายเดือนก่อน

    Nice video, but I have to question just how useful Hard Coding these values actually are.
    It seems like a lot of extra work with no obvious advantages.
    It's good to know how to work with it like this but It would have been nice if you would have actually bothered to explain your reasoning in more detail.
    Given the fact that very little explanation was given as to why you hard coded key bindings like this.
    The video seem to be leaning towards a C++ Elitist mindset which is a very bad mindset to get stuck in.
    Blueprints in Unreal Engine were designed to Complement C++ and speed up the workflow.
    Trying to make entire games without blueprints is just an all around terrible idea to get stuck on.
    Maybe I'm just jumping to conclusions, I stopped about halfway through because I feel that it's best to lead things with an explanation as to why your doing them and I don't want to get to the end of the video only to realize that I learned a bad way of doing it.

  • @vladislavsobolev5548
    @vladislavsobolev5548 2 ปีที่แล้ว

    Hi, nice video, I saw a few videos about enchanced input, but non of them show c++ way, thanks for the video. So now a drop of criticism. I think that your explenation about code is too chaotic. For me this is too much code and explanation for just simple movement, u could do this much easier and faster with BP.

    • @LivelyGeekGames
      @LivelyGeekGames  2 ปีที่แล้ว +8

      Yeah, you definitely don't need to use C++ or even the enhanced input plugin for this movement, but I wanted to show this way to setup for more complicated actions in the future. Also, I want to be able to rebind keys from the game eventually, and I think that remapping will need to happen in C++ based on user config. Having this in C++ already will help make that process easier.