Vigyata.AI
Is this your channel?

Unreal Engine 5.1 Endless Runner Tutorial - Part 12: Mobile Touch Inputs

3.8K views· 9:25· Oct 10, 2023

🛍️ Products Mentioned (7)

Welcome back to part 12 of our tutorial series for creating an Endless Runner game in Unreal Engine 5.1! In this video, we'll show you how to add Touch Inputs for mobile. Assets: https://bit.ly/3pCAXJ7 Note: Before using any of the assets, please make sure to read the Readme file provided. Get the Endless runner project files here: https://shop.shivadev.com/b/erprojectfiles Note: The project files are constantly updated to reflect the latest tutorial in the series. Stay Connected: Discord: https://discord.gg/zFZ43Hjs3R Twitter: https://twitter.com/shivasgaming75 GitHub: https://github.com/Shiva9168 Instagram: https://www.instagram.com/shivas_gamingzone/ Portfolio: https://shiva9168.github.io/ Email: shivasgaming75[at]gmail.com Support Me: Patreon: https://patreon.com/shivasgaming PayPal: https://paypal.me/Shivasgaming Help me make more content by donating! -- Timestamps -- 00:00 Disclaimer 00:15 Intro 00:28 Creating Input Action 01:07 Adding Touch Input Function 08:27 Editing Project Settings 09:16 Outro Track Title: Tranquility Music by: TeknoAXE Music Link: https://youtu.be/08ddPOJnTL4 // Ignore the tags below. They are provided for reference purposes only. Tags: #gamedevelopment , #unrealengine5 , #animation , #powerups , #endlessrunner , #Subwaysurfers , #tutorial , Endless Runner Tutorial, Game Design, Game Programming, Game Tutorial, Indie Game Dev, Game Development Series, Endless Runner , Game Development for Beginners, Game Development Tutorial, Game Development Step-by-Step, Game Development Walkthrough, 3d Character, unreal character

About This Video

Hello guys, welcome back to Part 12 of my Unreal Engine 5.1 Endless Runner tutorial series. In this video, I focus on adding proper mobile touch inputs so your runner controls feel right on phones, not just on keyboard. I start by creating a new Input Action called "Touch_IA" inside the Inputs folder, then I map it inside "IMC_RunnerDefault" using the "Touch1" key binding. After that, everything happens inside "BP_RunnerCharacter" where I set up the logic to track when touch is started, triggered, and completed. The main idea is simple: I store the touch start and touch end positions as Vector2D variables, then I calculate the swipe distance and direction. I use a threshold (length > 100) so tiny finger movement doesn’t accidentally fire actions, and I compare X vs Y movement to decide if the player swiped left/right (lane change) or up/down (jump/slide). Finally, I show the important Project Settings tweaks—enable “Use Mouse for Touch” for easy testing on PC, and clear the “Default Touch Interface” so it doesn’t interfere. Once that’s done, you can press play and the touch controls work cleanly.

Frequently Asked Questions

🎬 More from Shiva's Gaming Zone