I am new to Enhanced Input and UI am new to Enhanced Input and UE itself. I’m trying to understand the philosophy behind this system and imagine how I would use it to do what we did in our system in the previous game. I’m pretty confused so far. Specifically:
I can register function via BindAction for specific InputAction but not per trigger (mean press/release…, not the TriggerEvent). And in a connected function I can’t find info which trigger fired it. This seems very limiting to me and the fact that an action can have an array of triggers seems pretty useless to me.
So I need two different actions, let’s say use_press, use_release. Each bound to a different function, it is ok. But I want to use Player Mappable Key Settings and of corse ensure that both actions are mapped to the same key. However it look to me, that relation between input action and MapPlayerKey is 1-1. At least the Name parameter in UI for PMKS must be unique. So I am not able to use one MapPlayerKey for more than one input action. This also seems unnecessarily limiting to me.
In our previous game we used concept “superactions”: each superactions cotains list of logically related actions that player wanted to have bound to the same key (f.e. primary action - pick item in world, equip in inventory, confirm button in menu), but each action was enabled/disabled in different context and what is important - bound in different section of code.
So there are several options. I totally missed some key information. Enhanced Input does not support it and we need to rewrite it, or (I hope) there is some possibility, how to map one MPK to more InputActions and/or get info about activated trigger in bound function.
Thanks for any help