Controls
The pawns add one input mapping context when a player possesses them: IMC_Sandbox (/GASPALS/Input/Mappings/IMC_Sandbox, priority 0), the only mapping context in the plugin. Every control below comes from it, except the debug flying key. The input actions (IA_*) are in /GASPALS/Input. In DefaultLevel, the input wall (BP_InputWall) shows the same mappings.
Movement
| Action | Keyboard and mouse | Gamepad | Notes |
| Move | W A S D | Left stick | Camera relative. |
| Look | Mouse | Right stick | |
| Sprint | Shift (hold) | ++lb++ (hold) | Sprinting while crouched stands up. |
| Walk | Ctrl (toggle) | ++rb++ (toggle) | Ignored while sprinting. |
| Crouch | C (toggle) | B | Sprint, then crouch to slide (Mover pawns). |
| Jump, vault, mantle | Space | A | Tries a traversal first (vault, hurdle or mantle over what is ahead), then jumps. Crouched: stands up. Held: keeps trying to traverse. |
| Strafe | Middle Button (toggle) | ++l3++ (toggle) | The CMC pawn starts strafing. |
| Aim | Right Button (hold) | < (hold) | Aim pose and aim camera; aims from cover. |
| Move in world space | Arrow keys | | CMC pawn only (twin-stick style movement for the fixed cameras). |
Systems
| Action | Keyboard and mouse | Gamepad | Notes |
| Cover | Q | (not mapped) | Tap: sticky cover on the wall under the crosshair, or leave it. Hold: cover run to distant cover. See Cover. |
| Equipment menu | T (hold) | (not mapped) | Hold to open (the game slows down), scroll to choose, release to equip. |
| Overlay pose menu | V (hold) | (not mapped) | Default, Injured, HandsTied. Same hold-scroll-release flow. |
| Overlay body menu | B (hold) | (not mapped) | Default, Masculine, Feminine. |
| Menu next / previous | Mouse wheel up / down | D-pad up / down | While a menu is open. |
| Interact | E | Y | Sit on a bench (smart object). On the ragdoll pawn: shove, or with aim held, spawn or rotate a character. |
Camera
| Action | Keyboard and mouse | Gamepad | Notes |
| Next perspective | 1 | (not mapped) | Third person, top-down, side-scroller, first person, and back. |
| Next camera style | 2 | (not mapped) | Close, medium, far, debug view (third person); four variants of the fixed cameras. |
| Switch shoulder | Alt | ++r3++ | Third person. |
| Aim in fixed cameras | Mouse cursor | Right stick | Top-down and side-scroller. |
Ragdoll and interactions
| Action | Keyboard and mouse | Gamepad | Pawn | Notes |
| Ragdoll on / off | X | X | CMC | Toggles the AC_RagdollSystem ragdoll. |
| Trigger ragdoll | R | | Mover ragdoll pawn | Press Space on the ground to get up. |
| Takedown | Left Button | | Mover ragdoll pawn | With aim held: shoot (demo), which ragdolls the character hit. |
| Shove | E | Y | Mover ragdoll pawn | With aim held: spawn or rotate a character (demo). |
The ragdoll pawn (SandboxCharacter_Mover_Ragdoll) is the player pawn in RagdollLevel.
Demo and debug
| Action | Key | Notes |
| Next pawn | N | Cycles the pawn class (CMC and Mover in DefaultLevel) and respawns every player in place. |
| Next character | M | Cycles the visual override: UEFN mannequin, Kellan, Manny, Quinn. |
| Teleport | J | Teleports the pawn to the point you look at (up to 100 m). |
| Debug flying | Z | Mover pawns: toggles a flying mode. Keyboard only; a raw key in the Mover pawn, not part of IMC_Sandbox. |
Change the controls
Edit IMC_Sandbox, or create your own mapping context with the same input actions and add it in the pawn's SetupInput function. The systems listen to the input actions themselves (the cover, camera, equipment and overlay components handle their own actions), so any context that maps the same IA_* assets works. See Add or rebind inputs.