In blueprint I can do without using this
write code

and set the value of the boolean variable.
How would this code look like in C++?
The highlighted classes are the 4, complicated classes, that make that node work.
Under the hood, it creates a Mapping (just like the mapping UI), which maps an InputAction to a key. Then it is bound to the PlayerController->InputComponent. And that’s one for the pressed and one for the released.
It’s much easier to use the mappings in the .ini file to create the event. or better yet, with to the Enhanced input system. Once you create a mapping and Input Action, then in code, you can bind the Action, and have assign it a call back to set that variable.
Thanks for the answer, but I didn’t understand anything at all.
Is it possible to give an example code (if it’s not difficult) so that I copy this code and when I press the key, the variable is set to true.
i watched a video and they tim miller and some other dudes were talking about uefn and c++ mentioned and would not be able to be used in uefn because of security issues. some dude in the audience asked a question about c++ . If this is what ur referring to.