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