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These are the user uploaded subtitles that are being translated: 1 00:00:00,200 --> 00:00:05,060 In this video, we're going to set up the entire input system for our character and very basic movement. 2 00:00:05,700 --> 00:00:07,110 The way inputs are set up. 3 00:00:07,110 --> 00:00:13,620 Drastically changed with Unreal Engine 5.1, but since we are using 5.3, we are already able to use 4 00:00:13,620 --> 00:00:16,740 the Enhanced Input Action System and its active by default. 5 00:00:16,770 --> 00:00:19,200 Let's have a look at the settings first though. 6 00:00:19,230 --> 00:00:26,010 Go to Edit Project Settings and here we can now look for Engine and input. 7 00:00:26,130 --> 00:00:29,970 And you can see here at the top the access and action mappings are now deprecated. 8 00:00:30,000 --> 00:00:33,060 This is the old system we used before 5.1. 9 00:00:33,060 --> 00:00:38,940 However if you scroll down now you can see here under the default classes, the default player input 10 00:00:38,940 --> 00:00:40,890 class is now the enhanced player input. 11 00:00:40,890 --> 00:00:45,300 And we also have the enhanced input component as the default value. 12 00:00:45,300 --> 00:00:50,130 This means that we are using the Enhanced Input Action system, which became the default with Unreal 13 00:00:50,130 --> 00:00:51,420 Engine 5.1. 14 00:00:51,420 --> 00:00:56,430 This system is a little bit complicated and takes some time to set up, but it actually is very powerful 15 00:00:56,430 --> 00:01:00,780 and it gives you many new functions out of the box that we're actually also going to make use of throughout 16 00:01:00,780 --> 00:01:01,500 this course. 17 00:01:01,500 --> 00:01:02,700 Okay, let's set it up. 18 00:01:02,700 --> 00:01:03,270 Now. 19 00:01:03,270 --> 00:01:06,330 We can close out here and we can also close the player. 20 00:01:06,330 --> 00:01:12,540 And in the content drawer we want to go to content and right click to create a new folder and just call 21 00:01:12,540 --> 00:01:13,380 it input. 22 00:01:13,930 --> 00:01:17,620 And in here we want to have another folder called actions. 23 00:01:17,620 --> 00:01:21,610 And the enhanced input system basically has two different asset types. 24 00:01:21,640 --> 00:01:26,020 We can just go into actions here and right click go to input. 25 00:01:26,020 --> 00:01:29,800 And you can see the input action and the input mapping context. 26 00:01:29,800 --> 00:01:33,880 These are the two asset types we're going to use to create this mapping. 27 00:01:34,000 --> 00:01:36,250 First we want to have an input action. 28 00:01:36,250 --> 00:01:41,860 And let's just start with a simple one just called IA for input action underscore jump. 29 00:01:44,720 --> 00:01:47,900 And if you open this up, you can see that there's a couple of settings. 30 00:01:47,900 --> 00:01:50,210 And usually we don't change most of these. 31 00:01:50,240 --> 00:01:52,790 The only important one is the value type. 32 00:01:52,790 --> 00:01:56,150 And you can see by default this is digital bool. 33 00:01:56,150 --> 00:02:00,920 So this basically means that this action is a regular button. 34 00:02:00,920 --> 00:02:05,000 Like maybe the spacebar that can either be pressed or not be pressed. 35 00:02:05,000 --> 00:02:06,860 And that is what a bool means. 36 00:02:07,010 --> 00:02:09,020 Otherwise we have access 1D. 37 00:02:09,050 --> 00:02:11,270 This means it could be either left or right. 38 00:02:11,270 --> 00:02:15,080 For example, it could have a minus one value and a plus one value. 39 00:02:15,110 --> 00:02:18,740 We have access 2D which could be left right up down. 40 00:02:18,740 --> 00:02:22,910 And then we have access 3D which is something more complicated like a motion controller. 41 00:02:22,910 --> 00:02:27,440 So maybe in the smartphone the motion controller or motion controllers for VR games. 42 00:02:27,440 --> 00:02:30,470 And this is what we have to set up for the value type. 43 00:02:30,470 --> 00:02:32,960 But again the jumping is just a very simple button. 44 00:02:32,960 --> 00:02:34,340 It could just be pressed or not. 45 00:02:34,340 --> 00:02:36,890 So this digital bool is fine for here. 46 00:02:37,630 --> 00:02:41,590 Let's go back here and create another input for the movement. 47 00:02:41,590 --> 00:02:49,480 So here again right click input input action IA underscore move and double click to open it up. 48 00:02:49,480 --> 00:02:54,250 And like I just said before if we have something that could have left and right so could have multiple 49 00:02:54,250 --> 00:02:57,370 inputs, we want to use axis 1D. 50 00:02:57,370 --> 00:02:59,470 In our game we can only walk left and right. 51 00:02:59,470 --> 00:03:01,690 We cannot walk up and we cannot walk down. 52 00:03:01,690 --> 00:03:03,700 So we actually don't need the axis 2D. 53 00:03:03,730 --> 00:03:04,840 We just need left and right. 54 00:03:04,840 --> 00:03:07,000 So axis 1D is the correct one here. 55 00:03:07,000 --> 00:03:11,140 Just select it and save and close this down okay. 56 00:03:11,140 --> 00:03:13,810 So now we set up the actions for our jumping and our moving. 57 00:03:13,810 --> 00:03:15,760 And those are the two we want to concentrate on. 58 00:03:15,760 --> 00:03:20,950 Now as we implement the shooting or other actions we can just put them in here as well. 59 00:03:20,950 --> 00:03:24,400 But we also need to bind them now so we can go back to input. 60 00:03:24,400 --> 00:03:26,860 Right click here, go to input. 61 00:03:26,860 --> 00:03:29,890 And now we need the input mapping context. 62 00:03:29,890 --> 00:03:33,010 And we're going to call this IMC underscore action. 63 00:03:33,550 --> 00:03:35,260 For action game. 64 00:03:37,430 --> 00:03:39,140 Double click to open it up. 65 00:03:39,500 --> 00:03:41,690 And I can just move this over here. 66 00:03:41,780 --> 00:03:47,090 And we now need to bind all of the input actions that we created to a button. 67 00:03:47,480 --> 00:03:53,390 So here for the mappings we can just press on plus and need to open this up here and here instead of 68 00:03:53,390 --> 00:03:53,660 none. 69 00:03:53,660 --> 00:03:55,490 We can first start with the jump. 70 00:03:55,490 --> 00:03:57,530 So just select the IA jump. 71 00:03:57,530 --> 00:03:59,180 And we can then open this up here. 72 00:03:59,180 --> 00:04:01,790 And we need to set the button we want. 73 00:04:01,940 --> 00:04:04,790 And I actually want to set this to the spacebar. 74 00:04:05,060 --> 00:04:09,320 But I also want to have this on a different button because spacebar is a little bit hard to use. 75 00:04:09,320 --> 00:04:13,310 Once we also have shooting and other actions implemented so we can just press on. 76 00:04:13,310 --> 00:04:14,300 Plus here again. 77 00:04:14,300 --> 00:04:16,640 And now we have a second input here. 78 00:04:16,640 --> 00:04:18,980 And I like to use K for this. 79 00:04:19,459 --> 00:04:22,460 And yeah I like to use K for jumping and J for shooting. 80 00:04:22,460 --> 00:04:24,860 But the shooting we're going to implement later. 81 00:04:24,860 --> 00:04:28,910 And you can see here we have triggers modifiers, all of these things we don't have to worry about. 82 00:04:28,910 --> 00:04:31,250 Now let's set up the movement as well. 83 00:04:32,360 --> 00:04:33,590 So next mappings. 84 00:04:33,590 --> 00:04:38,480 Click on plus and select the IA move here. 85 00:04:38,480 --> 00:04:42,290 And now we need to have an input for right and an input for left. 86 00:04:42,290 --> 00:04:44,240 So let's start out with the right first. 87 00:04:44,240 --> 00:04:45,380 So click here. 88 00:04:45,380 --> 00:04:50,780 And then on the keyboard press D for right because we want to use the wasD controls. 89 00:04:53,070 --> 00:04:56,580 And here we don't have to change anything for the modifiers triggers. 90 00:04:56,580 --> 00:05:03,060 This is just fine because for an axis mundi, the default direction is right and D is the right direction, 91 00:05:03,060 --> 00:05:04,680 so we don't have to change anything. 92 00:05:04,710 --> 00:05:07,680 Then we press plus again and add a. 93 00:05:07,680 --> 00:05:10,260 So click here, press A on the keyboard for left. 94 00:05:10,260 --> 00:05:16,620 And here we actually do have to change something because A is the left direction which is not the default. 95 00:05:16,620 --> 00:05:20,910 For an axis 1D we have to go to modifiers, click on plus. 96 00:05:20,910 --> 00:05:26,700 And there's a lot of different modifiers here, a lot of them you're not going to use, but the one 97 00:05:26,700 --> 00:05:28,320 you use all the time is negate. 98 00:05:28,320 --> 00:05:32,430 So this means it's going to flip around the input to be left. 99 00:05:32,430 --> 00:05:36,090 So for a and this is all we need to do in the IMC here. 100 00:05:36,090 --> 00:05:38,160 So we can save and exit out. 101 00:05:38,160 --> 00:05:39,810 But this is still not enough. 102 00:05:39,810 --> 00:05:41,040 We just prepared the assets. 103 00:05:41,040 --> 00:05:44,370 But even now again I start the game I still cannot do anything. 104 00:05:44,370 --> 00:05:50,310 We also need to tell this player character, this blueprint to actually use this action mapping. 105 00:05:50,520 --> 00:05:53,550 So we can go to blueprints character. 106 00:05:53,550 --> 00:05:57,510 And again we don't need this for the action chart because the enemies aren't going to use this. 107 00:05:57,510 --> 00:06:03,960 Only the player open up the BP player and on Beginplay, which is either when the game starts or when 108 00:06:03,960 --> 00:06:08,580 this blueprint is being spawned in, we actually want to set up the binding. 109 00:06:10,050 --> 00:06:13,740 Here we want to right click and get controller. 110 00:06:15,050 --> 00:06:20,150 Like this and cast to playercontroller and just connect this. 111 00:06:20,680 --> 00:06:23,530 And this is just a pattern that you have to remember. 112 00:06:23,530 --> 00:06:31,030 And here we can look for subsystem to get enhanced input local player subsystem like this. 113 00:06:31,930 --> 00:06:36,940 And then look for add mapping context and connect this here. 114 00:06:37,330 --> 00:06:42,670 So yeah we get the controller, cast it to a player controller, get the subsystem and then add the 115 00:06:42,670 --> 00:06:44,050 mapping context on it. 116 00:06:45,830 --> 00:06:49,580 And this is just a pattern that you kind of have to remember or just look it up. 117 00:06:49,580 --> 00:06:55,190 And very important here for the mapping context, we have to select our IMC action or nothing is going 118 00:06:55,190 --> 00:06:59,540 to work because you can actually have multiple mapping contexts available at the same time. 119 00:06:59,540 --> 00:07:01,190 And this is why you have the priority. 120 00:07:01,190 --> 00:07:04,400 But for a simple game like this, this is nothing we have to worry about. 121 00:07:05,050 --> 00:07:11,680 And now that this is set up, we can well, we can first delete this action, overlap and tick because 122 00:07:11,680 --> 00:07:13,060 we're not going to use it for now. 123 00:07:13,060 --> 00:07:18,040 And we can just right click and first look for our IA jump. 124 00:07:18,810 --> 00:07:19,320 Right. 125 00:07:19,320 --> 00:07:25,470 This, uh, enhanced action events I a jump and this gives us this whole thing with a triggered action 126 00:07:25,470 --> 00:07:25,770 value. 127 00:07:25,770 --> 00:07:29,880 And you can actually open it up, and it's going to show you much more options. 128 00:07:30,900 --> 00:07:35,400 And there are actually some subtle differences depending on if we use triggered or started. 129 00:07:35,400 --> 00:07:38,280 And for the jump we want to use started. 130 00:07:38,280 --> 00:07:43,500 And from start just drag off and look for jump, which is a pre-made function from Unreal Engine on 131 00:07:43,500 --> 00:07:44,670 the character class. 132 00:07:44,940 --> 00:07:49,380 And now we can just compile and save and go to the map and press play. 133 00:07:50,070 --> 00:07:51,120 And very important. 134 00:07:51,120 --> 00:07:53,730 If I press the button now, nothing happens. 135 00:07:53,850 --> 00:07:57,870 If you want to control the game, you actually have to click inside of the viewport once. 136 00:07:57,870 --> 00:07:59,550 And this is something some beginners forget. 137 00:07:59,550 --> 00:08:02,280 And then they think that the input mapping doesn't work. 138 00:08:02,280 --> 00:08:02,970 Very important. 139 00:08:02,970 --> 00:08:04,590 Click into the viewport. 140 00:08:04,590 --> 00:08:07,800 And now I can press jump and you can see the character jumps. 141 00:08:07,800 --> 00:08:13,290 This is still very floaty and it feels very bad, but it actually recognizes our input and executes 142 00:08:13,290 --> 00:08:14,550 the action we set. 143 00:08:16,290 --> 00:08:20,640 And we want to go here and from canceled, we actually want to stop jumping. 144 00:08:20,640 --> 00:08:24,390 And this becomes very important once we implement the hold jump. 145 00:08:24,390 --> 00:08:26,310 So we can hold to jump longer. 146 00:08:26,310 --> 00:08:30,360 But we already want to set this up because this is the basic setup for jumping. 147 00:08:31,420 --> 00:08:35,049 Let's now set up the IA move so we can go down here. 148 00:08:35,500 --> 00:08:42,039 Now open up some space here and right click look for IA underscore move which is our enhanced input 149 00:08:42,039 --> 00:08:43,539 action event. 150 00:08:43,539 --> 00:08:48,760 And again we can open this up to get all of the options for moving though we don't want to use started 151 00:08:48,760 --> 00:08:51,340 because started only happens when we press the button. 152 00:08:51,340 --> 00:08:54,370 But movement should also happen while we keep holding the button. 153 00:08:54,370 --> 00:08:56,350 So here we actually want to use triggered. 154 00:08:57,020 --> 00:09:00,080 And for this we can again use a function that is available on the character. 155 00:09:00,080 --> 00:09:04,940 So from triggered we can just look for add movement input here. 156 00:09:04,940 --> 00:09:06,080 Input add movement input. 157 00:09:06,080 --> 00:09:07,100 Very simple. 158 00:09:07,770 --> 00:09:12,150 And here for the scale value we just use the action value. 159 00:09:12,150 --> 00:09:15,870 And this is like I said before the float 1D. 160 00:09:15,870 --> 00:09:21,750 So this could either be minus one for left or one for right or zero for nothing on a keyboard. 161 00:09:21,750 --> 00:09:27,090 But if you use a gamepad, it could also be something like 0.2 if you just tilt the stick slightly, 162 00:09:27,090 --> 00:09:32,340 or if you tilt the stick slightly to the left, maybe 0.5 and -0.5 and things like that. 163 00:09:32,340 --> 00:09:36,510 So we can just get this axis value and put it into the scale value. 164 00:09:36,510 --> 00:09:41,430 But very important, we also need to set the world direction because otherwise it doesn't know like 165 00:09:41,430 --> 00:09:43,350 which direction we want to walk into. 166 00:09:44,910 --> 00:09:51,960 And since we make a simple 2D game, we just have to put in one for X because this is the left and right 167 00:09:51,960 --> 00:09:56,760 direction in the world, we can go to the map and you can see the player start here right. 168 00:09:56,760 --> 00:09:58,980 And you can see this red axis. 169 00:09:58,980 --> 00:10:00,480 So this is the x axis. 170 00:10:00,480 --> 00:10:04,140 And we want the character to only be available to walk here left and right. 171 00:10:04,140 --> 00:10:06,150 We don't want to walk up and down right. 172 00:10:06,150 --> 00:10:11,040 So this is why we just put the 1.0 for x and have zero on y and zero on z. 173 00:10:11,830 --> 00:10:13,540 And this is all we need for this. 174 00:10:13,540 --> 00:10:15,160 So we can just compile and save. 175 00:10:15,190 --> 00:10:17,680 Go to the map again click into the viewport. 176 00:10:17,680 --> 00:10:18,550 Very important. 177 00:10:18,550 --> 00:10:23,110 And now click on A for left D for right. 178 00:10:23,110 --> 00:10:24,910 And yeah we can move around. 179 00:10:24,910 --> 00:10:25,900 We can jump. 180 00:10:25,900 --> 00:10:28,000 We can jump while moving as well. 181 00:10:28,000 --> 00:10:29,920 And this is how we set this up. 182 00:10:29,920 --> 00:10:34,030 But of course we want the character to turn into the direction we're walking. 183 00:10:34,030 --> 00:10:36,820 And this is actually also very easy to set up. 184 00:10:37,310 --> 00:10:42,500 And we only need to worry about turning left and right while we are using an input, right? 185 00:10:42,500 --> 00:10:48,710 So we just want to check what's the last input, a right input or a left input and then turn the character 186 00:10:48,710 --> 00:10:50,000 around depending on that. 187 00:10:50,650 --> 00:10:56,290 And for deciding if we turn the character left or right, we simply have to check for this action value, 188 00:10:56,290 --> 00:11:01,090 and we have to check if it is greater or equal than zero. 189 00:11:01,090 --> 00:11:06,160 And this would mean yes, we want to go right, and if this is not the case, then we want to go left. 190 00:11:06,160 --> 00:11:07,630 But how do we do that. 191 00:11:07,630 --> 00:11:10,300 So we can get controller. 192 00:11:11,110 --> 00:11:13,450 And this is specific for players only. 193 00:11:13,450 --> 00:11:14,710 This does not work on MPC. 194 00:11:14,710 --> 00:11:17,290 So for the NPCs we're going to use a different method later. 195 00:11:18,680 --> 00:11:22,100 And here we can just set control rotation. 196 00:11:22,730 --> 00:11:25,280 Like this and connect. 197 00:11:26,660 --> 00:11:28,850 And we then want to use this. 198 00:11:28,850 --> 00:11:30,230 Uh, well, we could use a branch. 199 00:11:30,230 --> 00:11:30,440 Right. 200 00:11:30,440 --> 00:11:35,060 So here we can use a branch, which is like a true or false statement. 201 00:11:35,060 --> 00:11:35,270 Right. 202 00:11:35,270 --> 00:11:40,160 So we could have true and go into certain direction and on false go in a different direction. 203 00:11:40,160 --> 00:11:42,860 But there's actually a cleaner way of doing this. 204 00:11:42,890 --> 00:11:48,410 We can just drag off here from the new rotation and select and get the utility select. 205 00:11:48,410 --> 00:11:55,040 And this basically if we connect here to the wild card, uh lets us make a shortcut so we don't have 206 00:11:55,040 --> 00:11:55,700 to use a branch. 207 00:11:55,700 --> 00:11:57,530 We can simply put the values here. 208 00:11:57,530 --> 00:12:01,880 And well both methods are fine, but I just prefer this one personally. 209 00:12:01,880 --> 00:12:08,720 And we can then decide which value we want to use if we're, uh, going to the right and which value 210 00:12:08,720 --> 00:12:09,950 we want to use if we go to the left. 211 00:12:09,950 --> 00:12:13,850 So here we can just drag off and make rotator. 212 00:12:14,590 --> 00:12:15,850 All the way at the bottom. 213 00:12:17,410 --> 00:12:22,060 And well, if we are looking to the right, we don't have to change the rotation. 214 00:12:22,060 --> 00:12:28,240 000 is the default, so this is fine, but if we want to go to the left, we can just control C control 215 00:12:28,240 --> 00:12:29,860 V copy and paste this. 216 00:12:30,310 --> 00:12:37,780 We want to change the yaw to 180 to turn in the other direction. 217 00:12:38,340 --> 00:12:39,270 Right. 218 00:12:39,600 --> 00:12:44,610 So again we just check for the action value if the last input was bigger or equal than zero. 219 00:12:44,640 --> 00:12:46,500 This means we are going to the right. 220 00:12:46,500 --> 00:12:49,080 This means we also want to turn towards the right. 221 00:12:49,080 --> 00:12:51,330 If this is not the case, we're going towards the left. 222 00:12:51,330 --> 00:12:54,720 We want to turn towards the left and we execute this on the set. 223 00:12:54,720 --> 00:12:58,830 Control rotation can just compile and save and check this out. 224 00:12:58,830 --> 00:13:03,150 I go right, the character looks right, I go left, the character flips around. 225 00:13:03,150 --> 00:13:03,960 So this is fine. 226 00:13:03,960 --> 00:13:09,210 The character flips around, but the camera also flips around, which is something we don't want. 227 00:13:09,270 --> 00:13:11,460 And there's actually an easy fix for this. 228 00:13:11,460 --> 00:13:14,970 But first, we confirmed that this works properly. 229 00:13:14,970 --> 00:13:21,420 So we can just select all of these, select these, hold shift, select the other ones and we can just 230 00:13:21,420 --> 00:13:22,350 collapse them. 231 00:13:23,410 --> 00:13:30,610 So here we can just right click one of these and collapse to function and just call it update rotation. 232 00:13:31,720 --> 00:13:33,520 I just had a typo update rotation. 233 00:13:34,050 --> 00:13:35,610 And drag this up here. 234 00:13:36,990 --> 00:13:40,860 Double click the line here to create a reroute node. 235 00:13:41,280 --> 00:13:42,510 Yeah, just keep it clean. 236 00:13:43,250 --> 00:13:48,230 And we don't want this to be called a we want this to be called direction. 237 00:13:48,350 --> 00:13:53,660 Well, direction in the sense of its if its minus its left if its plus its right. 238 00:13:53,960 --> 00:13:54,770 And yeah. 239 00:13:54,770 --> 00:13:56,690 So all of the stuff is still in here. 240 00:13:56,990 --> 00:13:58,910 But we just finished this. 241 00:13:58,910 --> 00:14:00,410 We never have to worry about this again. 242 00:14:00,410 --> 00:14:01,250 This is completed. 243 00:14:01,250 --> 00:14:03,410 So we just collapse it into a function. 244 00:14:03,470 --> 00:14:05,480 It's also available on the left side here now. 245 00:14:05,480 --> 00:14:08,510 And this just makes it look cleaner and more manageable. 246 00:14:08,960 --> 00:14:12,410 But let's now take care of the camera so we can go to the viewport. 247 00:14:12,410 --> 00:14:14,540 We can look at the spring arm. 248 00:14:14,540 --> 00:14:21,740 And we want the spring arm to basically ignore the rotation of the capsule component and of the actor 249 00:14:21,740 --> 00:14:22,550 as a whole. 250 00:14:22,550 --> 00:14:24,770 And this is actually very easy to do. 251 00:14:25,600 --> 00:14:32,800 We can just go to the transform rotation and set this from relative to world, which will then be shown 252 00:14:32,800 --> 00:14:34,540 as absolute rotation. 253 00:14:34,540 --> 00:14:37,780 And this just means it is always going to keep this rotation. 254 00:14:37,780 --> 00:14:42,220 It's going to ignore what the capsule, what the actor and everything else does. 255 00:14:42,220 --> 00:14:43,570 So just compile and save. 256 00:14:43,600 --> 00:14:46,900 Go back I go right, it's fine, I go left. 257 00:14:46,900 --> 00:14:47,680 It is also fine. 258 00:14:47,680 --> 00:14:51,970 I'm turning around, but the camera is ignoring whatever the character is doing. 259 00:14:52,060 --> 00:14:55,780 And this is the basic setup for our input system. 260 00:14:55,780 --> 00:14:57,700 So congrats on coming this far. 261 00:14:57,700 --> 00:15:02,560 This is a little bit hard to wrap your head around at first, but you're going to use this in all of 262 00:15:02,560 --> 00:15:03,190 your projects. 263 00:15:03,190 --> 00:15:04,300 You're going to get more used to it. 264 00:15:04,300 --> 00:15:08,800 You're going to start to understand the amazing features this gives us, even if it's a little bit of 265 00:15:08,800 --> 00:15:10,540 a pain to set up in the first place. 266 00:15:11,610 --> 00:15:16,140 However, you also notice that even if we can walk around and jump, it doesn't really look that way 267 00:15:16,140 --> 00:15:18,780 because we're just playing the idle animation on the character. 268 00:15:18,780 --> 00:15:23,700 So the next chapter is going to be very interesting, because we're going to use paper 3D to set up 269 00:15:23,700 --> 00:15:28,260 the animation tree to make the character animate, depending on if we're walking, if we're jumping, 270 00:15:28,260 --> 00:15:29,190 if we're falling. 271 00:15:29,190 --> 00:15:31,560 So please look forward to that lesson. 25571

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