hello people i reseach a while, but i dont found nothing, its possible create my own mapping then later, use a regular bindaxis?
Hey ZkarmaKun!
Can you define what you mean by your own mapping?
I only know of two input mapping methods:
- Using the BindAxis/Action with the Project Input Settings
- Directly checking if a button is pressed/held, or if an axis is greater than or less than 0
If you plan on changing binding methods, I would normally just advise sticking to the binding methods.
This is pretty simple in itself.
You set up the names of action and axis input, and which buttons/inputs are assigned to them,
and then in your character, or even player controller, you can do this:
void AYourCharacter::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
// set up gameplay key bindings
InputComponent->BindAction("HERE IS THE NAME OF THE ACTION", HERE IS HOW IT IS PRESSED, this, &AYourCharacter::YOURFUNCTION);
InputComponent->BindAxis("HERE IS THE NAME OF THE AXIS", this, &AYourCharacter::YOURFUNCTION);
}
For action bindings, your functions shouldn’t take any paramaeters.
For axis bindings, your function should take a float, normally called “Value”.
Hope this helps!
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