Hey everyone,
I’m currently experimenting with the enhanced input system for the first time, and I’ve been reading through the documentation. However, I’m a bit stuck and not sure where I’m going wrong.
The problem I’m facing is that the “Value” parameter is always being passed as 0, and I can’t quite figure out why. Here’s a snippet of the code I’m working with:
void ACustomizationController::SetupInputComponent()
{
Super::SetupInputComponent();
EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent);
if (EnhancedInputComponent)
{
EnhancedInputComponent->BindAction(LeftMouseButtonDown, ETriggerEvent::Triggered, this, &ACustomizationController::OnLeftMouseDown);
EnhancedInputComponent->BindAction(LeftMouseButtonUp, ETriggerEvent::Triggered, this, &ACustomizationController::OnLeftMouseUp);
EnhancedInputComponent->BindAction(RotateMann, ETriggerEvent::Ongoing, this, &ACustomizationController::RotateMannequin);
}
}
void ACustomizationController::RotateMannequin(const FInputActionValue& Value)
{
if (bIsMouseButtonDown)
{
float MouseDeltaX = Value.Get<FInputActionValue::Axis1D>();
FString AxisValueString = FString::SanitizeFloat(MouseDeltaX);
// Rest of the code...
}
}
I’d really appreciate it if someone could help me understand why “Value” is consistently 0. I’ve been poring over the documentation, but I can’t seem to find the solution.
Here is my mapping context and input action in question:
Thanks a bunch for any assistance you can provide!