UE5 RTS Setup with Enhanced Input

UE5 RTS Setup with Enhanced Input

Every RTS camera system needs a clean foundation. If the project setup is messy, the Pawn is wrong, the Controller is not wired correctly, or Enhanced Input is not initialized properly, every later feature becomes harder than it should be.

In this tutorial, you will set up a clean RTS camera project in Unreal Engine 5.6 using Blueprints and Enhanced Input. You will create the project, save the working level, build an RTS Pawn with a top-down angled camera, create a Player Controller, add an Input Mapping Context, bind a test action, and connect everything through a custom Game Mode.

This is not flashy, but it matters. A clean setup saves time later when you add WASD movement, zoom, rotation, terrain follow, map boundaries, and edge scrolling.

Watch the full video on YouTube: Part 1 – How To Start Your RTS Game In Unreal Engine 5.6 (Project Setup + Enhanced Input)

GitHub project files: UE5 RTS Camera Tutorial Repository

Unreal Engine documentation: Enhanced Input Guide

Blueprint documentation: Blueprint Visual Scripting Docs

Subscribe for more Unreal Engine tutorials: Rambod YouTube Channel

What You Will Build

  • A new Unreal Engine 5.6 project for an RTS camera workflow
  • A dedicated main level for the series
  • A custom RTS Pawn with Spring Arm and Camera
  • A Player Controller that activates Enhanced Input
  • An Input Mapping Context and test action
  • A custom Game Mode that ties the Pawn and Controller together
  • A working input test to confirm the system is correctly wired

Why This Setup Matters

A lot of developers rush into movement logic before their project structure is stable. That is a mistake.

If you do the setup correctly now, later systems become easier to build:

  • camera movement
  • zoom
  • rotation
  • terrain follow
  • map boundaries
  • edge scrolling

If you skip or fake the setup, you end up debugging the wrong thing later.

What This Tutorial Covers First

Before building any RTS camera movement, you need four core pieces:

  1. A project with a working level
  2. A custom Pawn for the RTS camera
  3. A custom Player Controller
  4. An Enhanced Input Mapping Context that is actually activated at runtime

That is the real goal of this first part.

Step 1: Create the Project

Open the Unreal Project Browser.

Under Games, choose:

Blank

Then set:

  • Project Type: Blueprint
  • Engine Version: UE5.6

Name the project:

UE5RTSCameraTutorial

Then click Create.

A blank template is a good fit here because you are not inheriting extra third-person or first-person gameplay assumptions that are unrelated to an RTS camera.

Why Use the Blank Template

The blank template gives you a cleaner foundation. That matters because an RTS camera is not a third-person character and not a first-person controller.

Starting from blank means:

  • less cleanup
  • fewer irrelevant systems to fight
  • a more intentional setup

For this kind of series, that is the right choice.

Step 2: Save the Main Level

As soon as the project opens, save the default level.

Use:

Ctrl + S

and save it as:

MainMap

This becomes the working map for the RTS camera series.

Do not stay inside an unnamed temporary level. That is sloppy and pointless.

Step 3: Create the RTS Pawn

In the Content Browser, create a new Blueprint Class based on:

Pawn

Name it:

BP_RTSPlayer

This Pawn will become the core actor for the RTS camera system.

Why Use Pawn Instead of Character

A Character Blueprint comes with movement assumptions that are useful for walking characters, not strategy cameras.

A Pawn is a better fit here because:

  • it is lighter
  • it gives you direct control
  • it avoids unnecessary character-specific movement systems
  • it matches RTS camera behavior better

This is the correct foundation for a modular RTS camera.

Step 4: Add the Camera Components

Open BP_RTSPlayer and switch to the Viewport.

Add:

  • Spring Arm
  • Camera attached to the Spring Arm

Then configure the Spring Arm with a classic RTS-style angle.

Example values:

Pitch = -50
Yaw = 45
Target Arm Length = 1000

These values give you a solid angled overview perspective that works well as a starting point for an RTS camera.

Why the Spring Arm Matters

The Spring Arm is not just a random extra component. It gives you a clean and flexible way to control camera distance and angle.

Later in the series, zoom will work by changing the Spring Arm length. That is why using it now is the right move.

Step 5: Create the Input Folder Structure

In the Content Browser, create a folder named:

Input

Inside that folder, create another folder named:

Actions

This keeps input assets organized from the beginning.

Good project structure is boring until you do not have it. Then it becomes expensive.

Step 6: Create the Input Mapping Context

Inside the Input folder, create an:

Input Mapping Context

Give it a clean name instead of leaving Unreal’s default junk naming.

A name like this is fine:

IMC_RTS

The exact name is flexible, but keep it readable.

Step 7: Create a Test Input Action

Inside the Actions folder, create a new Input Action named:

IA_TestAction

Open it and set:

Value Type = Digital

This is just a basic on/off input used to confirm that Enhanced Input is correctly working in the project.

Why Use a Test Action First

Before building real RTS movement, it is smart to confirm that the input pipeline actually works.

A simple test action helps isolate the setup:

  • mapping context
  • player controller logic
  • game mode assignment
  • pawn event response

If the test action fires, your input system is alive. If it does not, you know to fix the setup before building more features on broken ground.

Step 8: Bind the Test Action in the Mapping Context

Open your Input Mapping Context and add a mapping for:

IA_TestAction

Bind it to the:

S key

This is only for testing. Later, proper movement and camera actions will replace this simple check.

Step 9: Create the RTS Player Controller

In the Content Browser, create a new Blueprint Class based on:

Player Controller

Name it:

BP_RTSController

This Blueprint will be responsible for activating the Enhanced Input Mapping Context when the game starts.

Why Input Setup Belongs in the Controller

The Player Controller is the right place to activate player input mappings because it represents the player’s input authority rather than the Pawn’s movement logic.

This separation is cleaner:

  • Controller handles input setup
  • Pawn handles behavior and movement

That is a better architecture than stuffing everything into one Blueprint just because it is convenient for five minutes.

Step 10: Add Enhanced Input Logic in the Controller

Open BP_RTSController and go to the Event Graph.

Add:

  • Event Begin Play
  • Get Enhanced Input Local Player Subsystem
  • Is Valid?
  • Add Mapping Context

Assign your Input Mapping Context to Add Mapping Context.

This ensures that when the game begins, your custom input context is actually registered and active.

Why the Is Valid Check Is Smart

The Is Valid check is not flashy, but it protects the setup from trying to add the mapping context before the subsystem reference is properly available.

It is a small safety check, and there is no good reason to skip it.

Step 11: Create the RTS Game Mode

In the Content Browser, create a new Blueprint Class based on:

GameModeBase

Name it:

BP_RTSGameMode

Open it and set:

  • Default Pawn Class: BP_RTSPlayer
  • Player Controller Class: BP_RTSController

Then compile and save.

Why the Game Mode Step Matters

If the Game Mode is not configured correctly, your level may still use the wrong Pawn or the wrong Controller. Then the input system appears broken even though the Blueprint logic itself is fine.

This is a classic setup mistake.

Step 12: Assign the Game Mode to MainMap

Open MainMap and go to World Settings.

Set the active Game Mode to:

BP_RTSGameMode

This tells the level to actually use your RTS-specific Pawn and Controller setup.

Step 13: Add the Test Action Event to BP_RTSPlayer

Open BP_RTSPlayer and go to the Event Graph.

Add the event for:

IA_TestAction

Connect it to:

Print String

with text like:

Test

This is your basic proof that the input system is working end to end.

Step 14: Test the Input System

Press Play.

Then hit:

S

If everything is wired correctly, the word:

Test

should appear on screen.

That confirms:

  • the mapping context is active
  • the Player Controller is correct
  • the Pawn is correct
  • the input action is firing

That is the exact verification you want before moving on to real RTS camera movement.

How the Full Input Chain Works

The full flow is:

  1. MainMap loads using BP_RTSGameMode
  2. BP_RTSGameMode spawns BP_RTSPlayer and BP_RTSController
  3. BP_RTSController Begin Play runs
  4. The Enhanced Input Local Player Subsystem is found
  5. The Input Mapping Context is added
  6. BP_RTSPlayer receives IA_TestAction events
  7. The Print String confirms input is working

That is the full system. Clean, direct, and exactly enough for a strong RTS camera starting point.

Common Problem: The Input Does Not Fire

If pressing S does nothing, check these first:

  • Did you assign BP_RTSGameMode to the level?
  • Did BP_RTSGameMode use BP_RTSPlayer and BP_RTSController?
  • Did you add the Input Mapping Context inside the controller?
  • Is the Input Action actually bound in the mapping context?
  • Did you put the input event inside the correct Pawn Blueprint?

Most failures here are setup errors, not engine bugs.

Common Problem: The Wrong Pawn Spawns

If the wrong Pawn appears when you press Play, your Game Mode setup is probably wrong.

Recheck:

  • BP_RTSGameMode default pawn class
  • MainMap active game mode assignment

Common Problem: Enhanced Input Seems Dead

If the mapping context is never activated, the input event will not fire even if the Input Action asset itself is correct.

Recheck the Player Controller Begin Play logic carefully. That is usually where the real problem lives.

Why This Foundation Is Good

This setup is strong because it separates responsibilities cleanly:

  • Game Mode decides which Pawn and Controller to use
  • Player Controller activates the input mapping
  • RTS Pawn handles the actual camera systems
  • MainMap uses the correct game mode explicitly

That is a much better foundation than mixing everything into a random single Blueprint.

What Comes Next

Once this setup is confirmed working, the next logical step is actual RTS camera movement.

That includes:

  • WASD movement
  • zoom
  • rotation
  • terrain follow
  • boundaries
  • edge scrolling

But all of that depends on this first setup being correct.

Conclusion

In this tutorial, you created a new UE5.6 RTS project, saved the main map, built BP_RTSPlayer with a Spring Arm and Camera, set up an Input Mapping Context and test action, created BP_RTSController with Enhanced Input activation logic, created BP_RTSGameMode, assigned it to the level, and verified the full input chain with a simple Print String test.

That gives you a clean, modular foundation for the rest of the RTS camera system.

Watch the full video on YouTube: Part 1 – How To Start Your RTS Game In Unreal Engine 5.6 (Project Setup + Enhanced Input)

Download the project files: UE5 RTS Camera Tutorial GitHub Repository

Subscribe for the next RTS camera tutorial: Subscribe to Rambod on YouTube

Resources

Frequently Asked Questions

How do I start an RTS camera project in Unreal Engine 5?

A clean approach is to create a blank Blueprint project, build a custom Pawn for the camera, add a Player Controller, activate Enhanced Input through a Mapping Context, and connect everything with a custom Game Mode.

Why use Pawn instead of Character for an RTS camera?

Pawn gives more direct control and avoids extra character movement systems that are not necessary for an RTS camera.

Why create a separate Player Controller?

The Player Controller is the right place to initialize the Enhanced Input Mapping Context and keep input setup separate from camera behavior.

How do I know Enhanced Input is working?

Add a simple test action, bind it to a key, and connect the input event to a Print String in the Pawn. If the message appears in Play mode, the setup works.

Why is the Game Mode important here?

The Game Mode decides which Pawn and Controller the level uses. If it is wrong, the correct input setup may never run.

What should I build next after this setup?

The next logical features are RTS camera movement, zoom, and rotation, built on top of this input and Pawn foundation.

Rambod Ghashghai

Rambod Ghashghai

Technical Director & Unreal Engine Educator

Senior systems architect and Unreal Engine technical educator with 11+ years of enterprise infrastructure experience. Director of IT at Tehran Raymand Consulting Engineers and creator of Rambod Dev.

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