创建我们的成员变量ClimbNorRockAction
//climb normal rock action xx
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* ClimbNorRockAction;
创建我们按键触发的功能
//Called for climb input
void ClimbNorRockStared(const FInputActionValue& Value);
void AClimbingSystemCharacter::ClimbNorRockStared(const FInputActionValue& Value)
{
if(!CustomMovementComponent) return;
}
将触发功能绑定我们所创建的变量
EnhancedInputComponent->BindAction(ClimbNorRockAction, ETriggerEvent::Started, this, &AClimbingSystemCharacter::ClimbNorRockStared);
组件绑定c++部分就完成了