void ACinemotusPlayerController::SetupInputComponent() { Super::SetupInputComponent(); //InputComponent->BindAction("NextPawn", IE_Pressed, this, &ACinemotusPlayerController::OnSwichPawn); //InputComponent->BindAction("SetDestination", IE_Released, this, &AMyProject2PlayerController::OnSetDestinationReleased); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("Cine_CreateCam", EKeysHydra::HydraRightJoystickClick)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("Cine_CreateCam", EKeysHydra::HydraLeftJoystickClick)); InputComponent->BindAction("Cine_CreateCam", IE_Pressed, this, &ACinemotusPlayerController::AddCinePawn); }
void AVisualLoggerCameraController::SetupInputComponent() { Super::SetupInputComponent(); static bool bBindingsAdded = false; if (!bBindingsAdded) { bBindingsAdded = true; UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("LogCamera_NextEntry", EKeys::LeftMouseButton, true)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("LogCamera_PrevEntry", EKeys::RightMouseButton, true)); } InputComponent->BindAction("LogCamera_NextEntry", IE_Pressed, this, &AVisualLoggerCameraController::ShowNextEntry); InputComponent->BindAction("LogCamera_PrevEntry", IE_Pressed, this, &AVisualLoggerCameraController::ShowPrevEntry); }
void APlayerControl::SetupInputComponent() { PlayerInput->AddActionMapping( FInputActionKeyMapping( "KKey", EKeys::K, 0, 0, 0, 0 ) ); static const FName InputComponentName( TEXT( "PlayerControllerInputComponent" ) ); InputComponent = NewObject<UInputComponent>( GetTransientPackage(), InputComponentName ); // Read collision profiles TArray< TSharedPtr< FName > > profileNames; UCollisionProfile::GetProfileNames( profileNames ); for( int i = 0; i < profileNames.Num(); i++ ) { if( !profileNames[i].Get() ) skip; FName profile = *profileNames[i].Get(); ECollisionChannel channel; FCollisionResponseParams fcrp; UCollisionProfile::GetChannelAndResponseParams( profile, channel, fcrp ); LOG( "COLLISION PROFILE %s ON CHANNEL [ %d ]", *profile.ToString(), (int)channel ); CollisionChannels[ profile.ToString() ] = channel; } }
void InitializeDebugCameraInputBindings() { static bool bBindingsAdded = false; if (!bBindingsAdded) { bBindingsAdded = true; UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_Select", EKeys::LeftMouseButton)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_Unselect", EKeys::Escape)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_IncreaseSpeed", EKeys::Add)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_IncreaseSpeed", EKeys::MouseScrollUp)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_DecreaseSpeed", EKeys::Subtract)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_DecreaseSpeed", EKeys::MouseScrollDown)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_IncreaseFOV", EKeys::Comma)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_DecreaseFOV", EKeys::Period)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_ToggleDisplay", EKeys::BackSpace)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_FreezeRendering", EKeys::F)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_Select", EKeys::Gamepad_RightTrigger)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_IncreaseSpeed", EKeys::Gamepad_RightShoulder)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_DecreaseSpeed", EKeys::Gamepad_LeftShoulder)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_IncreaseFOV", EKeys::Gamepad_DPad_Up)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_DecreaseFOV", EKeys::Gamepad_DPad_Down)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_ToggleDisplay", EKeys::Gamepad_FaceButton_Left)); UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("DebugCamera_FreezeRendering", EKeys::Gamepad_FaceButton_Top)); } }