Description

Only in blueprints inherited by the Actor class (which includes your level blueprint). If you have a read at Unreal Engine’s architecture, its input system favors more a event-based design, rather than through conditional statements. All user/local-based input is handled by the Player Controller class and Player Input class.


Enabling Input in Blueprints

To use input events, make sure the class inherits from Universe Object or any other sub-class. The next step is to ensure you are actively receiving input from the Playerautomatically in your blueprint. Make sure you selectClass Defaultsin the blueprint’s toolbar, hop over to theInputcategory in the details panel andAutoReceiveInputselectPlayer 0`:

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Listening for Mouse Events

Unreal as a few Mouse events you can add to your blueprint. You should be able to handle button-wheel and position events accordingly. For all listed mouse actions, search for Mouse Events in your blueprint’s context menu:

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Listening for Keyboard Events

Unreal is an extensive list of Keyboard events that can be added to a level blueprint. It is possible to re-map any keyboard action to any key through the details panels - provided that the node is selected. For all listed keyboard actions, search for KeyboardEvents in the blueprint’s context menu:

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Resources