Some of the earlier pains when creating new projects with Unreal Engine, besides gigantic project size and snail-speed bootstrapping, was the difficulty of adding any useful game modes/player pawns.
Due to the lack of extensive input configuration systems before and the super-sick heavily GUI based configurations, it’s very hard to add/configure a new TPS vs FPS vs vehicle driving player controller – in fact we wasted plenty of time just on that for Deep Dive.
From the framework level, MWS alleviates this with a single Camera Mode
configuration – but more practically on the engine level, this is possible because the use of Input Map is optional and (in fact, as it always should be) ill-advised.