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    • đŸ’ģUse Confirm Alert everywhere
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  • đŸ–ąī¸Sensitivity Mouse & Gamepad
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Sensitivity Mouse & Gamepad

PreviousCreate your own themeNextSeamless Server Travel

Last updated 10 months ago

These settings are there by default in a settings widget. However, they are only affecting the look sensitivity settings of the settings menu demo character. To adjust the sensitivity in your character you can take a look how it is implemented in BP_UE5_Character (or BP_UE4_Character). But here is also a step by step guide what you need to do.

  1. Open your character class

  2. Create two new float variables called MouseSensitivity and GamepadSensitivity You can set default values but it is not necessary. For ecample MouseSensitivity=1 and GamepadSensitivity=50

  3. In your Event Graph you should find nodes called Add Controller Yaw Input and Add Controller Pitch Input. You might find them only once for mouse or even twice if you have already gamepad inputs implemented to look around

  4. Starting withe the mouse sensitivity you just have to make sure that the float that is going in these two nodes (that are mentioned in step 3) are multiplied by the variable MouseSensitivity that you created in step 2. It can look like this (your input can be different, only important is that the float value is multiplied) with enhanced inputs:

    In case you want to use the old input system it can look like this:

  5. for the gamepad/controller sensitivity it is similar but additionally needs to be multiplied by the world delta seconds (the current time of a frame) to prevent a different frame rate influencing the sensitivity. It can look like this with enhanced inputs:

    For the old input system it can look like this:

  6. Open the settings menu widget class that you use. In the Event Graph you should find something like this:

    You need modify it so you just cast to your character or pawn here instead. And from the return value of the Cast node you can set your MouseSensitivity and GamepadSensitivity variables. In case you use different character or pawn classes you can think about using a blueprint interface for that.

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