Add and Configure Input Mappings

Step 4 of 5 in basic integration of Quest Map Pro

Please note that the current version of this tutorial uses the now deprecated input mappings. As of Unreal Engine 5.1, the engine has moved to fully support Enhanced Input Mappings. Currently, the process outlined on this page will still work, but an updated version of this tutorial will be coming soon. It is recommended to move to the Enhanced Input Mappings if you already know how to do this.

Open your Project Settings by clicking Project Settings in the Edit menu.

Navigate to the Input settings and add 5 Action Mappings and 1 Axis Mapping.

Set up the mappings with names and default bindings as shown in the below screenshot. Please note that you may wish to create additional bindings, or not use some of these. These are the bindings that will be covered by this tutorial.

Close your project settings and return to the event graph within your controller blueprint. You should now be able to add input mapping event nodes for each of the mappings created in the prior step by right clicking within the graph and searching for them by name.

Create Toggle Map Logic

Add the Toggle Map input mapping event. Use a reference to the BP_QuestMapPro_Component-Map component to add the Toggle Visibility node and connect it to the Pressed execute pin. Ensure that the input boolean Animate is set to true.

Create Toggle Mini Map Logic

Add the Toggle Mini Map input mapping event. Add a Flip Flop node connected to the Pressed execute pin. Use a reference to the BP_QuestMapPro_Component-Map component to add the Toggle Minimap node. Connect both A and B execute pins from the Flip Flop node to the Toggle Minimap execute pin. Use a NOT Boolean to invert the Flip Flop output Is A and hook it up to the New State input on the Toggle Minimap node.

Create Toggle Compass Logic

Add the Toggle Compass input mapping event. Use a reference to the BP_QuestMapPro_Component-Compass component to add the Toggle Visibility node and connect it to the Pressed execute pin. Ensure that the input boolean Animate is set to true.

Create Map Zoom Logic

Add the Map Zoom input mapping. Add a Compare Float node and hook the Axis Value up to the Input value. Leave the Compare With value at 0. Use a reference to the BP_QuestMapPro_Component-Map component to add the Trigger Map Zoom node twice. Connect one of these nodes up to the > execute pin on the Compare Float, and the other to the < execute pin on the Compare Float. Leave the = execute pin unconnected. Ensure that both Trigger Map Zooms have their target connected to the component reference. On the node connected to the > execute pin, ensure that Zoom In is set to true.

Create Center Map On Player Logic

Add the Center Map On Player input mapping. Use a reference to the BP_QuestMapPro_Component-Map component to add the Center On Location node. Ensure that the Map Type is set to World Map. Use a reference to your player character as the input target on the node Get Actor Location and hook up the output vector as the Location input.

Note: If you do not have a reference to your player character, you can use the Get Controlled Pawn node, though this may not be appropriate for all projects.

Create Cycle Mini Map Zoom Logic

Add the Cycle Mini Map Zoom input mapping. Use a reference to the BP_QuestMapPro_Component-Map component to add the Cycle Mini Map Zoom node.

A note on a previous version of this step

Note: In a previous version of the integration, this process was recreated manually. Since the 1.1 update, on January 2nd, 2023, this process has been built into Quest Map Pro and made significantly more streamlined. If you followed the previous version, that will still work, but this newer setup allows more control and dynamism. It is recommended you switch to this setup instead.

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