Getting Started With The Enhanced Input Features In UE5 (C++)
What IS GOOD DEV GODS! Here's a pretty long video of how to get started using the Enhanced Input Plugin that is included in both UE5 and UE4. This plugin is in beta but it is a huge asset to add to your
tool box! Hey I rewatched this video and I want to start writing scripts just so that I don't say "Uhh" So much! I think this will be my last raw dog video. I'm my biggest critic and I must say I look
foolish even though I know or have a general idea about what I'm talking about it doesn't seem that way. Plus the video could be a lot shorter if I stuck to a script and didn't go off ranting lol.
Let me know though.. Do you guys like the tutorials raw, or would you rather have that prebaked shit everyone does?
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0:00 - Intro
0:20 - Enhanced Input Plugin Overview
3:08 - Getting Started In UE5
3:54 - Setting Up The Enhanced Input Plugin
4:49 - Creating Our Input Actions & Mapping Context
9:14 - Setting Up The C++ Build.CS File
10:18 - Forward Declaring Necessary Classes
10:57 - Creating Pointers To The Input Actions & Mapping Context
13:13 - Declaring Custom Bind Functions
15:06 - Implementing Custom Bind Functions
22:35 - Overriding SetupPlayerInputComponent Function
28:27 - Overriding PawnClientRestart Function
31:39 - Building Our Code & Running The Editor
31:58 - Deleting The Old Input Mappings
32:21 - Quick Recap
33:11 - Setting Up The New Input Bindings Via The Mapping Context
37:28 - Plugging In The Actions & Mapping Context To Our Character BP
38:43 - First Test Failure Debug The Code
41:11 - Solution Found
42:02 - Yet Another Error Time To Debug AGAIN!
42:41 - This Cant Be Real... ANOTHER ERROR?
43:03 - The Last Recompile! Everything Works Perfectly
43:34 - Outro