【UE4 C++】Input 输入事件绑定

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轴映射与动作映射

编辑器设置input+代码实现具体动作

 

void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	PlayerInputComponent->BindAction("DropItem", EInputEvent::IE_Pressed, this, &AMyCharacter::DropItem);
	PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &AMyCharacter::Jump);
	PlayerInputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward);
	PlayerInputComponent->BindAxis("MoveRight", this, &AMyCharacter::MoveRight);
	PlayerInputComponent->BindAxis("PitchCamera", this, &AMyCharacter::PitchCamera);
	PlayerInputComponent->BindAxis("YawCamera", this, &AMyCharacter::YawCamera);
}

void AMyCharacter::MoveForward(float AxisValue)
{
	MovementInput.X = FMath::Clamp<float>(AxisValue, -1.f, 1.f);
}

void AMyCharacter::MoveRight(float AxisValue)
{
	MovementInput.Y = FMath::Clamp<float>(AxisValue, -1.f, 1.f);
}

void AMyCharacter::PitchCamera(float AxisValue)
{
	CameraInput.Y = AxisValue;
}

void AMyCharacter::YawCamera(float AxisValue)
{
	CameraInput.X = AxisValue;
}
  • 设置按键再游戏暂停可以继续响应 bExecuteWhenPaused
  • InputComponent->BindAction("ESCEvent", IE_Pressed, this, &ASLAiPlayerController::ESCEvent).bExecuteWhenPaused=true;//游戏暂停可以执行

    从C++中添加轴和动作映射

  • 	//添加、绑定ActionKeyMapping轴映射 方法一
    	FInputActionKeyMapping onFire("OnFire", EKeys::LeftMouseButton, 0, 0, 0, 0);
    	UPlayerInput::AddEngineDefinedActionMapping(onFire);
    	PlayerInputComponent->BindAction("OnFire", IE_Pressed, this, &AMyCharacter::OnFire);
    
    	//添加、绑定ActionKeyMapping轴映射 方法二
    	UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("Sprint",EKeys::LeftShift));
    	PlayerInputComponent->BindAction("Sprint", IE_Pressed,this,&AMyCharacter::StartSprint);
    	PlayerInputComponent->BindAction("Sprint", IE_Released,this,&AMyCharacter::StopSprint);
    
    	//添加、绑定AxisMapping轴映射
    	UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("Turn", EKeys::MouseX, 1.0f));
    	PlayerInputComponent->BindAxis("Turn", this, &AMyCharacter::OnTurn);

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