The controls¶
Input goes through Enhanced Input. There is one mapping context, Content/GrandOpening/Inputs/IMC_Gameplay, and the actions live next to it in Inputs/Inputs/.
The keys live in IMC_Gameplay. Changing one means opening that asset and dragging the mapping onto another key, which takes about five seconds.
On foot¶
| Action | Key | IA_ asset |
|---|---|---|
| Move | W A S D |
IA_Move |
| Look | mouse | IA_Look |
| Sprint | Left Shift |
IA_Sprint |
| Jump | Space |
IA_Jump |
| Crouch | Left Ctrl (hold) |
IA_Crouch |
| Interact | E |
IA_Interact |
| Step back from a screen | Tab, or E again |
IA_ExitFocus |
| Pause | P |
IA_Pause |
Sprint has no stamina bar behind it. It swaps MaxWalkSpeed from 240 to 420, and the view reacts on its own: the head bob speeds up, widens, and the field of view opens. Crouch is the engine's own Crouch(), with the eye height eased down by the view component rather than snapped.
Carrying something¶
| Action | Key |
|---|---|
| Pick up | E |
| Put it down where you are looking | G |
| Throw it | R |
| Open or close the box | F |
| Put one unit on the shelf you are looking at | Left Mouse |
| Take one unit back off the shelf | Right Mouse |
The keys you can use right now are drawn in a small panel next to whatever you are holding, so you do not have to remember this table in game. The panel is filled by the player first (Put down, Throw) and then by the object, which adds its own lines. A box adds Open, Stock and Take back, and Store appears only when you are looking at a rack that still has a free slot.
Each line reads its letter from the InputAction itself. Remap the key and the panel follows.
Build mode¶
| Action | Key |
|---|---|
| Open the build menu | B |
| Place the armed structure | Left Mouse |
| Rotate it a quarter turn | R |
| Leave build mode | B |
| Pick a placed structure back up (edit mode) | X |
Clicking a tile in the menu arms that structure and closes the menu, so you go straight back to aiming. Pressing B again drops out of build mode entirely.
Edit mode is entered from the EDIT button at the bottom right of the build menu. See How placement works.
In front of a screen¶
The office computer, the checkout display and the card terminal all work the same way, because they all inherit from BP_ScreenBase.
E leans you in. The camera moves to the screen's ReadPose, the crosshair and the interaction prompt hide, whatever you were carrying is put down, and the mouse cursor appears. From there the screen is a normal mouse surface: hover, click, scroll and drag all work.
Tab or E leans you back out.
Movement and look are frozen while you are reading.
Changing a key¶
- Open
Content/GrandOpening/Inputs/IMC_Gameplay. - Find the row for the action.
- Click the key field and press the key you want.
Do not delete a row and add a new one if the mapping carries triggers or modifiers, since those live on the row rather than on the action. IA_Move in particular carries the four directional modifiers that turn one key into one axis.