1.启用增强输入插件
2.在Build文件添加"EnhancedInput"依赖
PS:(添加依赖后记得删除中间文件并重新编译)
3.在BeginPlay中添加操作映射
#include "EnhancedInputSubsystems.h"
APlayerController* PlayerContrllor = Cast<APlayerController>(Controller);
if (PlayerContrllor)
{
UEnhancedInputLocalPlayerSubsystem* EnhancedSystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerContrllor->GetLocalPlayer());
if (EnhancedSystem)
{
EnhancedSystem->AddMappingContext(InputMapping, 0);
}
}
4.在SetupPlayerInputComponent中使用
#include "EnhancedInputComponent.h"
UEnhancedInputComponent* EnhancedComp = Cast<UEnhancedInputComponent>(PlayerInputComponent);
if (EnhancedComp)
{
EnhancedComp->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ABaseCharacter::Move);
}
5.需要返回值的函数绑定
void Move(const struct FInputActionValue& Value);
void ABaseCharacter::Move(const FInputActionValue& Value)
{
FVector2D KeyboardMove = Value.Get<FVector2D>();
}
6.PS
UPROPERTY(EditDefaultsOnly, Category = "Properties")
class UInputMappingContext* InputMapping;
UPROPERTY(EditDefaultsOnly, Category = "Properties")
class UInputAction* MoveAction;