Input Bindings
Every game requires input from the player, whether it is the keys on a keyboard such as W, A, S, and D for moving the player character, or the thumb sticks on a controller; this is what makes video games an interactive experience. Unreal Engine 4 allows us to map keyboard, mouse, gamepad, and other types of controls to labeled actions or axes that you can then reference in Blueprint or C++ to allow character or gameplay functionality to occur. It is important to point out that each unique action or axis mapping can have one or more key bindings, and that the same key binding can be used for multiple mappings. Input bindings are saved into an initialization file called DefaultInput.ini
and can be found in the Config
folder of your project directory.
Note
Input bindings can be edited directly from the DefaultInput.ini
file or through Project Settings
in the editor itself; the latter being more easily accessible and less error-prone when editing.
Let&apos...