bool UDozerGameViewportClient::InputKey(FViewport* Viewport, int32 ControllerId, FKey Key, EInputEvent Event, float AmountDepressed, bool bGamepad){ Super::InputKey(Viewport, ControllerId, Key, Event, AmountDepressed, bGamepad); if (ControllerId == 0){ if (Key.GetDisplayName().ToString().Equals(TEXT("Up"))){ Super::InputKey(Viewport, 1, FKey("W"), Event, AmountDepressed, bGamepad); } else if (Key.GetDisplayName().ToString().Equals(TEXT("Down"))){ Super::InputKey(Viewport, 1, FKey("S"), Event, AmountDepressed, bGamepad); } else if (Key.GetDisplayName().ToString().Equals(TEXT("Left"))){ Super::InputKey(Viewport, 1, FKey("A"), Event, AmountDepressed, bGamepad); } else if (Key.GetDisplayName().ToString().Equals(TEXT("Right"))){ Super::InputKey(Viewport, 1, FKey("D"), Event, AmountDepressed, bGamepad); } } return true; }
FText UKismetInputLibrary::Key_GetDisplayName(const FKey& Key) { return Key.GetDisplayName(); }