Announcement

Collapse
No announcement yet.

Little help with binding Input Chords and using them on the Editor

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Little help with binding Input Chords and using them on the Editor

    Hey there guys.

    I'm trying to bind some commands on to a Slate Widget that is on editor window.. but it isn't working... My choices are:
    1) I'm doing this totally wrong
    2) I don't have focus for some reason

    Here's my code:

    //Create the Command mapping
    ToolkitCommands->MapAction(
    FPaperZDAnimBPEditorCommands::Get().DeleteAnimSequence,
    FExecuteAction::CreateSP(this, &SPaperZDMySequences::HandleDeleteSelectedAnimSequence),
    FCanExecuteAction());


    Where the commands are declared like this:

    UI_COMMAND(DeleteAnimSequence, "Delete", "Deletes an AnimSequence, unregistering from the Animation Blueprint", EUserInterfaceActionType::Button, FInputChord(EKeys::Platform_Delete));


    But this isn't working... is there something else i'm missing on how to provide linkage to my commands via pressing DELETE?

    Cheers!

    #2
    I will bump it this time only... assuming no one has any idea what could be happening here

    Comment


      #3
      Lol 2018, here is another poor soul having the same problem 2 years later, haha I just love the lack of answers in the forums always, time to read the source once I again, why do I bother
      Last edited by ZkarmaKun; 11-04-2020, 03:18 PM.

      Comment


        #4
        I forgot about this, in case someone is looking for a solution couple years after, here:

        IMainFrameModule& MainFrame = FModuleManager::Get().LoadModuleChecked<IMainFrameModule>("MainFrame");
        MainFrame.GetMainFrameCommandBindings()->Append(Commands.ToSharedRef());

        Comment


          #5
          Thx for the tips.
          Cheers

          Comment

          Working...
          X