【UE4 C++】Input 输入事件绑定
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);
作者:砥才人
出处:https://www.cnblogs.com/shiroe
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