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This repository was archived by the owner on Jul 19, 2019. It is now read-only.
With #12 being fixed you can now do stuff like controller.isInputKeyDown(EKeys.SpaceBar), but you still can't poll or listen to input mappings.
I still don't how to do this one, at all. I was hoping to leverage the UInputDelegateBinding stuff that Blueprint itself uses, but it seems so tightly bound to only work with their internal types that I can't piggyback on it, regardless of what hacks I try to employ.
The C++ way of using input mappings involves overriding APawn::SetupPlayerInputComponent, which obviously isn't possible from just static functions.
I can't really see a small-ish change to UE4 that Epic would be happy to integrate either, but if anyone has any ideas then I'm all ears.
With #12 being fixed you can now do stuff like
controller.isInputKeyDown(EKeys.SpaceBar), but you still can't poll or listen to input mappings.I still don't how to do this one, at all. I was hoping to leverage the
UInputDelegateBindingstuff that Blueprint itself uses, but it seems so tightly bound to only work with their internal types that I can't piggyback on it, regardless of what hacks I try to employ.The C++ way of using input mappings involves overriding
APawn::SetupPlayerInputComponent, which obviously isn't possible from just static functions.I can't really see a small-ish change to UE4 that Epic would be happy to integrate either, but if anyone has any ideas then I'm all ears.