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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.