FReply FSceneViewport::OnAnalogValueChanged(const FGeometry& MyGeometry, const FAnalogInputEvent& InAnalogInputEvent) { // Start a new reply state CurrentReplyState = FReply::Handled(); FKey Key = InAnalogInputEvent.GetKey(); KeyStateMap.Add(Key, true); if (ViewportClient) { // Switch to the viewport clients world before processing input FScopedConditionalWorldSwitcher WorldSwitcher(ViewportClient); if (!ViewportClient->InputAxis(this, InAnalogInputEvent.GetUserIndex(), Key, Key == EKeys::Gamepad_RightY ? -InAnalogInputEvent.GetAnalogValue() : InAnalogInputEvent.GetAnalogValue(), FApp::GetDeltaTime(), 1, Key.IsGamepadKey())) { CurrentReplyState = FReply::Unhandled(); } } return CurrentReplyState; }
float UKismetInputLibrary::GetAnalogValue(const FAnalogInputEvent& Input) { return Input.GetAnalogValue(); }