Unreal Engine 5 - Creating Player Movement & Look From Blank Project

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yes guys in this video i'm going to be setting up the movement and camera rotation for a first person character in a blank unreal engine 5 project uh this basically has nothing in it and we're going to be setting things up i'm going to be doing it in such a way so that it's kind of easily digestible and i introduce things for the person who kind of just opened up ue5 and they're like what's going on here so i thought it'd be fun and it'd be a great exercise i haven't done tutorial videos in a very long time so i might be a little bit rusty but i thought this would be a fun exercise and stuff like that so this is the this is the blank project this is the basic uh kind of starter level i'll just open up a new level just for fun we'll open up the default and we won't save this and this is what it looks like it's the same thing what it consists of are i guess a couple of actors uh we got the floor and we have the start now these are the two things that i kind of want you to focus on the rest of these are you know reflection capture and the light and the atmospheric fog you can see these things up here as well but we have the player start and this is essentially where the player will start and we can move it around if we want i'll just set it right there we hit play and well we snap to that position and we can actually use the mouse to look around and press w to move forward but we're in like this fly mode sort of thing which is the default kind of thing like when there's no uh player movement or i mean uh player or sorry character actor set by the game mode and when there's no game mode it just goes to the default so i'm going to briefly kind of run you through what that is so right we hit play the game is like all right we have all this stuff here we're in this level which is called untitled just kind of hipster but whatever hit play uh go to this position as the player character because we want to start there uh there's no player character but whatever alright so we gotta make one um but there's no use making a player character we can we can just make one right now we can go to uh we can right click here and hit blueprint class and there's a number of different uh blueprint classes there's just the generic actor which is like everything this all become clear later on and the goal of this video is to get the the person who's starting out to be like aha oh i get it now okay and like don't worry about some if you don't get some of the things that i'm saying it's a very deep program but we have uh blueprint which is something you can drop into the world that has functionality there's actor there's pawn and there's character so pawn and character are basically the same the pawn is something that can be possessable either by a controller or an ai which is basically a controller but it doesn't have a whole lot of functionality built into it the character is derived from the pawn class you can open up the character and the character has some really cool things built into it and we'll see that in a bit compared to uh the regular pawn so this will be i'll just call this my my char right um this isn't usually my naming convention but whatever and we see this uh very very uh lit guy right right here those weren't cookies obviously hello um such an idiot i haven't done this in a very long time so i might say some dumb stuff so uh we'll double click on this and it'll open up well a whole new world here and we'll see this object here and then this arrow and these are other components you have actors and you can add components to them so this would be a capsule component this is collision this is the player collision and this is what you kind of bump into and this prevents you from going through a wall and it's a collision cylinder and all games kind of have collision and they all have player collision and that's what's uh going on there and this was automatically created and it is inherited right so these are all the components in my char right inherited means that they derive them from the character parent class which is a c class which is if i click on that we can open it in visual studio you can make your own parent classes and have childs derived from them which is pretty dope and it offers you some really interesting functionality down the line so there's all of these inherited uh objects and uh things like that in there i'll just move this over to here if i were to just for fun right click open up a blueprint class and added a an actor i won't even name it because i'm going to delete it now the actor we have basically no derived anything uh no drive functionality because it's like it's like the head honcho it's just an actor like you can you can make a character out of uh this actor you can drag and drop capsule component and movement and the movement component in here obviously right so we can do that we can add their capsule collision we can do that but just for the sake of convenience um it's already it's already there right basically this can just be actor and nothing else and you can make all these classes from it and there's a bunch of different classes that you can have and uh yeah that's just a whole new world and something to figure out down the line um so yeah i'll just i'll just get rid of that hopefully that makes sense so we've created an actor that derives functionality from the character parent class which drives functionality from an actor right so this is just a child of the actor class anyway hope that made sense so uh awesome you're thinking let's uh let's uh yeah we have our my char now we can hit play and oh nothing nothing happens the reason why is because you know we can add as many character classes as we want the game is not going to know what my char player is and like what to control and how to control it and we have to set that up and we set that up with something called the game mode so your your viewport your sorry your viewport will kind of look like this and uh you know it has the detail for each of uh each of the actors in your level here including uh this one the player start you can't set it to a particular you can't set it to this you can't point to it it's just the basic player start we actually have to we actually have to tell it what player to start with and how to control it anyway i've said that like a couple times which is kind of ridiculous but i'm a little rusty so we have to go into the world settings and if you're not seeing the world settings go into window and hit world settings right and in the world settings we can select something called the game mode the game mode is a it's think of it as i guess an actor that loads first and and the game mode will like kind of tell the game how to play there's a kind of a deeper explanation for it um but what it does is i just don't want to overwhelm what it does is it kind of tells what tells everyone what to do and how to do it and what like initially kind of set things up so right now the game mode is none and we can have a drop down here we can select one in the game mode in game mode base you know be careful of which ones those are the game mode this is just the default one when nothing out and we don't want that because we select that and like you know who knows what's going to happen we have to add our own kind of functionality here let's hit uh this new blueprint this will automatically create a game mode uh blueprint so we'll do that and it'll be you'll create a new folder called blueprints which is pretty smart and this will be called uh my game mode right and this will be the game mode there and it creates a new folder and inside that folder will be the game mode and it automatically selected the my game mode in the game mode drop down here let's open that and uh we don't need to worry about that yeah game modes can have like scene stuff in it and other objects within it but what we're looking at here is the different classes to point to um there's a number of different ones here the default pawn class that would be player unless otherwise specified right now it's the default pawn which i'm assuming is the fly through one which is in engine uh we can drop down this one and oh look at that neat my char and that will say hey we hit play and we get the we'll hit compile and save we hit play and we populate our scene in our level and we want to you know do stuff there's player start here all right cool what player do we use well we gotta use you know my char and you know there it is right there for the uh for the override or we can just we set the default so it'll be like that all the time each level can have its own game mode each level can have its own default game mode classes which are all these down here so yeah right now we hit play and things are a little bit different i'm moving my mouse i'm trying to move around but we've effectively um kind of uh possessed and created we can actually see it right here see my char right my char is now in there right all these uh yellowy ones are ones that um have been loaded when we've launched the game it automatically made a camera actor because there is none and that's what we're looking through loaded the network session state the hud all of these default things these all came from the game mode automatically populated which is pretty cool we're still uh simulating i just alt tabbed out like a weirdo so we can stop the simulation and then we're back in there and yeah that's basically um where where we went which is pretty cool and then all those were deleted and we're back in editor hit play again we possessed that it creates all the all the stuff we need from the game mode which is pretty cool right the hud corresponds all these things and things like that game mode kind of controls all there's uh yeah there's game mode and then there's game instance and those things are uh different but we'll get into that in a in a later video so let's uh let's hop into my char um my jar is pretty cool but it has no way of kind of looking um it creates a camera automatically right because the game like the engine is like okay well you gotta be able to see through something we'll just create a camera and put it at wherever it is um and that's all well and good and that prevents i don't know you seeing nothing but we got to add a camera to this it doesn't come automatically because there's multiple kind of cameras you can choose from you can even create your own camera and then even some you wouldn't even want a camera which yeah i'm getting ahead of myself so we're going to go add we're going to add a component right search component to this there's a number of components you can add but we're going to add a camera and that that looks like a camera to me and what it did for some reason is it parented or it like attached itself to the mesh i don't want that i just want to just uh move it so it attaches to this guy right here so that gets into something else with kind of attachment of objects just because i did that i'll just show you so we can have we can add another component which is the cube right and i can move that cube down right i have the cube selected i can move it down and if i move the camera because the cube is attached to the camera they move uh both and this is like super powerful how it handles this attachment it's very efficient and it's very fast because let's say like you want to rotate this how would you do the math to when camera rotates rotate the cube based on distance that's crazy let's not do that it's just you know super neat and you can do this uh run time as well and uh things just work and it's uh pretty nice so we have uh our camera there and uh yeah we can kind of move it up and down think of this as the character um just imagine a character in there right we wouldn't see through our crotch we would have our camera up here a little bit right and this would be eye level and something else worth noting is this arrow here this arrow is the forward vector right uh that's the fancy way of saying it it's basically the direction that you are facing so like imagine imagine just from your chest or your crotch you had an arrow that pointed forwards and uh that's basically telling you like which direction it is which is useful like say if you add the camera and you didn't know you're like oh that's that's great i'm going to add the camera here so you basically be facing this way but you'll be looking to your left so you would move and you just kind of pan which is not particularly useful so i'll just move that back to that actually i'll just because we get our floating stuff i'll just move that to there so detail panel you can do all sorts of fun stuff so this would be great for eye level and uh we'll compile and save and just for fun we'll we'll drag we'll drag it into there and that's basically what it'll look like and we got a little camera preview here i'll move that there and uh yeah we have field view and we have camera height and that's pretty nice all right so let's hit play and we can't move around we have to implement movement how do you how do you do that i'm scared uh basically we're gonna we're gonna do this kind of kind of kind of baby steps and the reason why is because i had a hard time kind of understanding this when i first started out still do but i was i wish that videos and stuff kind of explained it to me in this way i would have understood it i mean if if you can if you can figure it out no sorry did that in reverse if i can figure this out then you can i'm not that great at a lot of things um but you know just keep at it and you'll get it and it'll be very rewarding so we want to move like wasd right in the the the mouse button i'm not able to do that right now i want to implement some movement and controls well holy crap there's already that built in character movement handles movement logic for the associated character owner supports various movement modes including walking flying swimming all the fun stuff so it's it's really cool and it's c plus and it's built in so it's super fast you click on it and you have all this cool stuff already built in you can obviously make your own with like forces and stuff like that but yeah we have control over the gravity scale your maximum acceleration in centimeters so how fast you can start running at full speed braking factor all that stuff crouch height all sorts of fun stuff your mass um all the things uh maximum step height going upstairs or like other platforms and uh how fast you fall down 420 nice all of these things they're built in so let's uh tap into this and let's let's let's first get the camera to move that'd be great that'd be really great i'd really like that so we're going to go right now we're in the viewport we're going to go into the event graph so there's a number of things in these blueprint actors there's a viewport which shows you what's going on all of these things you can move around think of it as like a mini level right that you populate with a lot of components it's really cool then you have your construction script which is very useful but we're not going to use it in this the construction script is different than the event graph construction script does things in editor so we can actually spawn things in the editor so you know you can automate things and do all sorts of cool stuff this happens in the editor and then it's kind of packaged in game this will save you a lot of time we'll get into that in in a later video because this is this is basically like done a lot of work for me really cool let's go to the event graph so i'm assuming you've kind of delve into blueprints a bit and you know you've had you've had a great time and myself i i don't broke i can't well i kinda can but how my brain works coming from the audio world um i'm into like connecting things and looking at my logic in a in a visual way i'm a visual person i can't look at notepad plus plus it it drives me nuts um i mean i don't know i shouldn't i shouldn't complain but blueprints is just how i like to work um i make little functions in c plus plus but this is how i like to work and it's really great so what i want to do is i want to start moving the camera around right so let's get a reference to our camera right is our camera our camera component this is what we're looking through and it's automatically set up it's like yeah how it works with multiple cameras i i would have to look that up for you but if you have a camera it'll automatically look through it and we can go kaboom so we have a reference to the camera um just i'm just kind of going over what i'm going to say in the future let's actually not do it this way because instead of adding a graph we can just hit a button okay ignore me so let's go and think about what we want to do so i want to move my mouse and have my character look up look down look left look right so let's get our mouse actually i'll go into the palette i prefer to go into the palette uh because i can just look through things and uh discover nodes that way so if you don't see the palette go into window palette it'll pop up over here or somewhere and uh yeah i want to go to some mouse events so yeah we have mouse x and mouse y this will just get the value we have no way to get it so i mean to well we can get it through a like a like a tick we don't want to do that right so all right so let's go over here oh mouse events so there's a number of mouse events so we can go mouse x nice and then mouse y right so x would be the like up and mouse y would be left to right or up and down left and right and uh yeah let's just quickly take a look at what we're doing here i'm gonna do a print string and uh yeah let's just read the x value and see what it's doing you'll see you'll see what's happening here so print string is something that's really cool it fires off and prints to your screen and we can see it down here okay yeah so i'm moving around and it's giving me you know different values that uh you know the mouse is kind of accelerating in so i have a float left to right and it's it's in the positive and in the negative hopefully you can see that let me go into my class say no class defaults set my tick interval to point to remind me that i set that okay something breaks later on in the line all right so it's a little bit no let's just go every five so it won't accumulate but whatever it's fine what the heck take interval and second oh wow i don't know i don't know why it's i don't know why it's ticking all the time oh because it's from the okay never mind lol uh so basically you have to take my word for it um if i were to yeah i really want to show you uh yeah so that will get the value from that one i'm hoping there we go all right so every second it's getting that value and there's that that schmutz there but yeah basically it's it's a it's a value and when a zero it nothing's happening and when i'm moving the value is changing and uh yeah that's that's happening every event take but it's basically happening like every frame uh when the mouse is moving so we can get that value so what do we do with that value to we could set the camera in and then you know add add rotation and all that fun stuff but there's something built in and over here we can use pawn control the camera can post sorry if the camera component is placed on a pawn should it use the view control rotation of the pawn where possible uh yeah that saves a bunch of functionality and that would be in the options right if the camera is attached to a pawn which a character is because it derives from the pawn class we're all gravy so how do we get the the the the input to that um we actually don't even need to talk to the camera it just it just grabs the the the the input from the controller so let's uh let's try controller um yeah so we got our pawn here we can add controller pitch which would be up down and the yaw which would be left right basically rotational values all right let's get uh get those in there and roll would be kind of like you know rolling like do do a barrel roll let's drop these guys in so um yeah let's get this axis value into here right and this will output a value on the left and right oh no never mind i did that wrong this is reversed so pitch x is left and right so we'll do that we'll add that value to there and uh yeah we got the yaw so now i'm moving left and right right and i can i can move my camera now which is cool right can't move my body around can't look up and down but i can move left and right so i can be like a like a security camera or something that's all well and good so let's attach this to the pitch so the up and down will be affected hit play okay i can move around now but uh my my uh my look up and down is inverted which kind of throws me up throws me off throws me up oh man um so basically i need to take this value which at rest is zero goes one positive one and then the negative one what i can do is i can just invert that and i invert that is just with a a piece of math multiply multiply float i just i just uh typed in that like that that star symbol thing you can also type in multi it'll add in an operator and operators are kind of agnostic now uh they don't know they're like a wild card so yeah you can just drop that in and then get that we can do negative one and that effectively inverts the uh the the pitch there so let's give it a play nice so yeah now we have a camera movement it's pretty neat okay so let's uh let's get some let's get some player movement here right so how would we how would we go about doing that uh well i want to hit the w key and do stuff so let's let's just start with that so i'll hit w space and then key you know look at that we have all of our keyboard events we can do w problem here if you can see what it is let me know but yeah we have our w key let's just do a little sandy check we'll print string and then when w is hit we'll say hello hello top left every time i press it press press press press press nice okay so let us get some player movement in here so i want to move forward so player player i look up move mint let's see here okay so we have a i and we don't need that player movement chain okay that's a different thing uh i wanna i wanna get clear movement okay so we're in pawn components character movement which would be this class right here we can get that class and do stuff with it uh we have disable movement and all that um let's change the movement mode so like walking to running oh pawn movement right that sounds a little bit a little bit a little bit better now input we can mouse over that add movement into along the given world direction vector usually normalized scaled by a scale value that's what we want we want that for a number of reasons which i'll get into a little bit later so yeah we got add add player add movement input nice okay so um i guess yeah if i look at this i drop that in nothing's gonna happen because there's no direction no direction here because like hey move forward but it's like we don't know where like this this uh player movement is kind of dumb like it doesn't know the the forward movement right so take this capsule which everything is attached to right this capsule has everything in it uh you want this capsule to attempt to move in a direction but it doesn't know can't just say move move it just move and it'll be like i don't know what to do my dude i can't help you you have to tell it what the forward direction is and everything else just kind of is derived from that well look at this we got the arrow component and that's the forward vector um and that's all well and good but the camera also has a forward vector and where we're looking we probably want to go in that direction right you look this way you want to go forward you're going to go forward you want to go forward you don't want to go like left when you want to go forward and that'd be kind of stupid so we want to get the um the the forward vector of the camera so we can do that by dropping in the camera reference that camera and then i'll just type in for word vector context sensitive nice okay let's look at this uh because this is very important and i'll do i'll do my um take here and then let's get our print string going on i'll go back into you i want to set my tick to every frame because i uh i do that sort of thing i'll go into my print string here and i'll set the duration to zero so that means that it'll only appear for one frame i can drop this into the string and this will give me the forward vector of the camera every frame let's look at this data you can see it up there i don't know what's giving me two why give me two oh you know why because we have both we have two my chars in the scene so yeah my bad so when you have two like that they'll both tick and they'll both print just uh print a screen but there you go all right so we have a number of different kind of values here right so this is this is normalized right so the highest value you can ever get is one right so right around okay so if i hit play and i don't touch anything the x is uh the forward vector of one right i move it and like the y is kind of taking over and then now the y it's uh well negative y is the forward vector right you have two kind of numbers here right and this will when you take this when they're normalized you can do some really interesting math because it's you know a value from zero to one and you can multiply that and do some cool stuff with it but this we're going to feed into the um the movement the player movement and this will say hey move in the x and y direction um you know at those relative values right so if this was say if it said move forward and the value was one for x only it says okay we'll just move in the x direction only right and you can kind of split the difference here this all kind of makes sense a little bit later i'm not explaining it right but the ad movement input basically says just move in this direction uh the world direction all right let's uh let's do that and uh and uh yeah so we hit w we should be moving in a direction and it's barely moving because i'm holding it and it's only firing once it's not firing all the time like the mouse is right so um yeah let me get that uh yeah all right so oh okay so check this out i'm pressing and holding w it's only firing once oh no and uh yeah let's do that but the mouse x and mouse y is always firing it's always evaluating what your mouse is doing that's why it's so smooth so like yeah i want to get forward how do i do this well we've been doing it all wrong and i'll set this up right now because these are all all the things here so when you have like a control like an input and you want to like evaluate it every frame you want to go into your project and get that sorted right because the mouse events the x and y it's just inherited and it's it's all well and good but w it's not going to know if it's like pressed you could set up some logic and using tick i'll just show you because yeah let's uh set up a a gate right so a gate is something that will let data flow through it when a condition is met when it's open so we press w the gate will open press release the gate will close and i'll actually show you how this works right so event tick is ticking every frame into that gate hit w passing through oh okay so i'm moving right this is kind of inefficient and a little bit silly and yeah just wildly inefficient right so we got when i press and release it's closing opening closing opening closing and that gate's opening up this will work but it's just really messy and not efficient so uh let's go into our let's compile and save let's go file those or edit project settings this will bring up our project and i want to go to engine and then input so we have our input here and we can have all sorts of input like touch virtual joysticks on phone all that crazy stuff really fun but let's just stick with the traditional stuff here we have our action mappings and our axis mappings so action mappings are just like you press a button and something happens which is all well and good which would be like pause or something like that press a button and things happen axis mappings we've already been using axis mappings we've been using it with mouse y and x right they have basically an axis value that spits out and is evaluated every every frame all the time and it's pretty cool okay well let's let's kind of be a little bit more free form and kind of plan ahead with our project because when we start building this say if we want to we built this all with like mouse and keyboard and then we wanted to introduce controller support we would be like okay so all right so get get the boolean if the mouse is yeah like to check and be like what controller scheme do you want what are you using okay to check that all the time and change things uh it just becomes a mess so in this you can do all sorts of stuff and i'll show you i'll just going to create an axis mapping so we'll call this um just call this look up right and uh awesome right so we've called that look up and look up can be look up on a keyboard on a mouse on a gamepad on an iphone on your android like lookup can be like okay well look up and just let behind the scenes figure out what device you're on and what you're using um yeah so let's look up well we'll look up would be um mouse y right y is up and uh the scale that must look familiar right so let's go to my car my my char so we'll go almost we'll look up oh look at that that's the event that we just made very nice and it's it's basically the same sorry that'd be that'd be down here so look up we're going to replace with the add controller pitch input just drag that in there and then we'll just plop that in there and uh yeah let's give it a let's give it a test are we looking up hey it's it's we're looking up it's reversed again but it's a little bit more i guess agnostic to what you're plugging into it explain that a little bit deeper we can add to this um more functionality right gamepad right so gamepad um gamepad uh right uh thumbstick y will also be lookup you know what i mean and we can have all this different stuff here and keep on going uh ps4 steam control like touch everything we don't need to get into it it's built in to the to the engine here which is really cool and i can set the scale to negative one i can also do this at runtime to do the same thing that i did here to kind of invert it because oops because i don't like it right so now i'm moving nice and that's evaluated every frame let's uh let's look and add some more axis mappings here let's add some more axis mappings let's look at this and we'll go look right and left right and this will be the mouse x type that in mouse x and uh we'll just quickly uh debug here and uh yeah they they'll all be here input axis which is basically custom input events so uh left right oh no wrong one sorry drop that in there get the axis value things like that play i keep doing that crap come on there we go so nice okay so it's uh effectively doing that and that is awesome i i thoroughly thoroughly enjoy so i can get rid of the mouse x and the mouse y and make those all nice and neat there and uh yeah basically basically that's uh that's all i need to uh all i need to do there for the time being um so yeah we'll do that this uh w we're gonna replace that right and that would be with a you know call it move forward right we'll create oh no not that one create another one move back right and uh move right move left [Music] okay so move forward will be the w key move back will be the s key move right will be the d key and then left will be the a key all right well that should uh that should do it um we'll figure out i'll explain the scale so we got move forward and move back um should i be doing this you know what i'm going to so you kind of you kind of figure okay move forward w move back s uh move right d move left a i mean that that works well but we're working with kind of scalar values and this is too much information that we want to use right for the sake of time and because i know you're smart let's just get rid of the move back and the move left let's call this move forward and back and you're thinking how are you how are you doing this are you doing how are you going to do forward and back with one input well you'll see in a second move right and left basically strafe right um let's get let's get w let's get forward working right so we'll go move left and right and then move forward and back get rid of w and yeah these are evaluated every frame which is dope okay so let's do our move forward and back plug this in same thing as before get our forward vector our axis value right and uh yeah when we hit play we're moving forward nice all right well that's cool so what do we do now if we want to move back well we have to add s key oops s space key right and we'll set that scale to negative one how's that gonna work well just works right this will when we hit w this will spit out positive value of one when we hit s this will spit out uh negative one right and that'll say get this world direction and then invert it so go backwards right and uh yeah there we go moving forward and back forward and back yes so we have almost a game now we can't strafe let's add that in so we have this and uh yeah we're going to use the same node here i copied and pasted so i'll just plug that in right and axis value in here so what do we do what do we do with this one right we get the forward vector but you know we plug this in how are we going to do it so that like when we say when we say hey my dude move left and right go that way in relation to your forward vector uh there's a there's a function built in and what you can do is well we'll get the camera because that's the that's the our reference for which direction we're facing it's a pretty good pretty good direction that and then we'll do uh let's go get right get right vector so it basically takes the forward vector and then gets the math to make it whatever the right is so look forward and then take your right hand and point it parallel to the ground and basically if you if you had lasers out of your ear on your right side that would be your right vector right so it's like what is directly to your right hopefully that made sense um so yeah uh it'll take the right vector give that move in that direction the left it will invert that and move it in the left direction right so let's uh give that a try nothing is uh nothing is working and i'm wondering why let's not panic so d is set to that let's add um a a key and i'll set that to the opposite of the d key and i want to look at that right we're moving forward but we're not moving left and right so why is that so this would be this would be an example of uh of uh debugging so let's uh just for a sanity check let's just print string right so we'll say what what's coming out of this oops there's no there's no values coming out of that there which is concerning so left right what did i do move right and left move right and left [Music] oh save it i must have alright so moving forward there but we're not moving there so hold on okay false alarm uh if you caught it congratulations so the the input axis i'm trying to get is the look right and left when i want the move uh right and left so yeah these things happen you get hung up on the stupidest things let's get that in there let's get the axis value in there and we'll hit play and we are in business strafing looking around moving all sorts of fun stuff so yeah double check um yeah print string is uh very useful i knew when i wasn't getting anything from that i was like first thought was do i don't need to save the right because you don't compile the input it's in editor it's rebuilt every time you launch so yeah i don't know i was i was just i was just looking at that so yeah that's that's that's cool we got uh our mouse our our player look and our movement which is like um 50 50 54 minutes for all of these nodes here right but i'm sure i'm sure well i hope it was i hope it was valuable you learned a bit um i could have put all these together in a couple seconds but this is what you do but no one explains why you do it so there's that um so yeah let's uh let's uh let's take a look at this here so before we exit you want to save your level and we'll just uh go save all and then the level save level as uh we'll call it my level and the level will point to the game mode right so you have to you have to have the game mode set in each level because you know like a level could be the menu screen and that'd be a different game mode different camera different controller all that fun stuff um change things up that way it's just a super efficient way of sorting that out and then we can uh save all there so i hope you enjoyed hope you learn stuff oh back into project settings and then map right so the editor startup map we glue that in there it'll just be my level nice so we open it up we'll just open up here and we can build more functionality as we go anyway hope you guys enjoyed hope you learned stuff take care and have a good one
Info
Channel: SadowickDevelopment
Views: 665
Rating: undefined out of 5
Keywords: unreal engine 5, blueprints, movement, camera
Id: QdMy3FXzTg0
Channel Id: undefined
Length: 55min 43sec (3343 seconds)
Published: Wed Sep 15 2021
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