[flow_default] Transcription: 002 Key bindings and actor setup.json
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transcriptions/002 Key bindings and actor setup.json
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{
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"audio_file": "002 Key bindings and actor setup.wav",
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"text": "Alright folks, to start out, download the Flying Project folder from the Udemy description or our website. Inside, I've gone ahead and actually set up a file structure and assets so you can easily put together this world without having to do any collection of assets and different things. Alright, now the first thing we're going to do is wire up our flying pawn. Wire up our plane. And to start we're going to need to go to the project settings. So to do that go up to edit in the top left hand corner and hit project settings. Now there are tons of things in here but you're going to want to go down to input. And as you can see I actually already set this up. Now I'm going to explain exactly how to do this and then it's best if you pause the video and go through and set it up exactly how I have. I'm actually going to delete the move up column so we can add that right here. To do this, go to access mapping. It's the very beginning under bindings. I'm going to hit add here. Go down here and I'm going to type in move up. It's the name of my binding. It's how I'm going to access it within my code. Now the next thing you're going to do is you're actually going to add the key that you want to bind. In this case I'm going to do mouse y. And then right here you have the scale. Think about the scale as the number that's passed the code to tell you whether or not you want to go forward or backward and how fast you want to go forward or how fast you want to go backward. Now in this case we want mouse y to go forward or go up in this case. So we're setting it as one and I'll show you in a bit how this is actually going to interact with the code. Alright now, now pause the video, set this up, and let's move on to the next step. All right, now that we've done that, we can close the project settings. And we can go to our Blueprints folder and create our first blueprint. And the first one that we're going to want to create after right clicking and going up to Blueprint class is a game mode base, which I create. Flying game mode, save. And then the second, and this is the more important one, at least for now, is a pawn. And actually, what I should be doing is typing in BP in the beginning. This is a good convention. It makes it easy to find blueprints inside your blueprint event scripting window. So I'm going to do blueprint, Blueprint Now, I'm going to open up BP Flying Pond, and I'm going to drag in my mesh. I'm going to go up here, static mesh right here, drag that in. I'm going to name this PlaneModel. I'm actually going to drag it over the root. We don't need that default root. And'm gonna add a spring arm and a camera And we can just leave those with the same name that they have Not gonna be a big deal now go to plain model and in the static mesh field over in the details panel on the right Well After you oh, it's gonna do this thing to me All right well, there's an easier way to do it. And that's just hit this, and it should come up quickly. You can also drag it in from there, which is what I was trying to do, but sometimes it's finicky. So here we are. As you can see, here's this nice little airplane asset with the Unreal Guide logo, of course. Now, what I'm going to do is I'm actually going to adjust this camera and spring arm so that we get a bit better of a view angle. So I'm gonna bring it up a bit, I'm gonna rotate it as well. Like that. Actually, I'm gonna move it a little bit more. That should be good. And voila, that should be our spring arm and camera set up. Ready to go.",
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"language": "en",
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"confidence": null,
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"duration": 293.5
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}
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