protected override void SetupPlayerInputComponent(UInputComponent playerInputComponent) { base.SetupPlayerInputComponent(playerInputComponent); // Use R Controller Trigger to process click events playerInputComponent.BindAction("TriggerClick", EInputEventType.Pressed, OnTriggerClick); }
protected override void SetupPlayerInputComponent(UInputComponent playerInputComponent) { base.SetupPlayerInputComponent(playerInputComponent); // Note: the 'Jump' action and the 'MoveRight' axis are bound to actual keys/buttons/sticks in DefaultInput.ini (editable from Project Settings..Input) playerInputComponent.BindAction("Jump", EInputEvent.Pressed, Jump); playerInputComponent.BindAction("Jump", EInputEvent.Released, StopJumping); playerInputComponent.BindAxis("MoveRight", MoveRight); playerInputComponent.BindTouch(EInputEvent.Pressed, TouchStart); playerInputComponent.BindTouch(EInputEvent.Released, TouchStopped); }
/// <summary> /// Is where we bind inputs from input source. /// </summary> /// <param name="inputComponent">You can bind inputs and axes via this class.</param> protected abstract void SetupPlayerInputComponent(UInputComponent inputComponent);