Mapping the inputs
While the input setting relies on the project setting, I always like to discuss it as an individual topic. If you have come from an engine structuring background, you probably know that the inputs are an independent topic just like rendering, networking, and so on.
Any game built within Unreal Engine (or any game in general) must have the input class, which defines the whole input for the game. Fortunately, Unreal Engine has made this step easier, and has given you the chance not to worry about input handling. It does this for you at a lower level of the engine core, and gives you a nice and easy-to-use interface, where you can map some predefined input keys, buttons, and axes, and name them. You can then refer to these buttons ...
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