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CRYENGINE Game Development Blueprints by Sam Howels, Riham Toulan, Chris Goodswen, Richard Gerard Marcoux III

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Implementing player movement and rotation

So what now? We created a character, but how do we interact with it? This is where player possession comes into play. In game development, the act of controlling an object (typically a character) is commonly known as player possession. This is the concept of taking input from the user to control how the player or object behaves in the game world. CRYENGINE has an extremely powerful mechanism for handling input called Action Maps, which maps input from devices to game actions. This allows your game to listen for these actions instead of raw input from devices, taking the pain out of handling multiple devices. Using Action Maps has another advantage: there can be multiple inputs mapping to the same action, ...

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