It sounds like you’re working with Unreal Engine’s Enhanced Input System in C++. Let’s break down the questions you’ve raised.
1. Why didn’t you need to load the input action for IA_Shoot_Left, but did for IA_Shoot_Right?
This discrepancy could be due to the way input actions are being initialized or referenced in your Blueprint. If the IA_Shoot_Left
input action is already being loaded or referenced somewhere in your Blueprint (perhaps in the Player Controller, Pawn, or a different component that initializes it), it may be automatically available when you create the bindings in C++. On the other hand, if IA_Shoot_Right
isn’t referenced or loaded in a similar way, you’d need to explicitly load it in C++.
To be safe, loading both input actions explicitly in your C++ code, as you’re doing now, is a good practice. This ensures that both input actions are correctly loaded and available when you need them.
2. What does adding the input mapping context do?
Adding an Input Mapping Context is crucial in the Enhanced Input System. The input system uses contexts to manage and prioritize input bindings. When you add an input mapping context to a player or a component, you’re effectively enabling the system to recognize and process the input actions defined within that context.
Until you add the input mapping context, the input actions bound in your code might not be recognized by the input system, which is why your bound functions are not executed. Adding the context tells the input system to “listen” for those specific input actions and allows the propagation of the input to the functions you’ve bound.
In short, adding the input mapping context enables the input system to recognize and process the input actions, which then triggers the bound functions.
3. Is it possible to bind two input actions to one function and use a parameter to distinguish between them?
Yes, it is possible to bind multiple input actions to a single function. You can distinguish between the input actions by passing a parameter to the function. One approach is to create a wrapper function that takes an identifier (like an enum or a specific value) as a parameter, indicating which input action triggered the call.
Here’s a simple example:
cpp
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void APistol::HandleShootInput(FString InputActionName)
{
if (InputActionName == "IA_Shoot_Left")
{
// Handle left shoot
}
else if (InputActionName == "IA_Shoot_Right")
{
// Handle right shoot
}
}
You can bind the input actions like this:
cpp
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PlayerInputComponent->BindAction(IA_Shoot_Left, ETriggerEvent::Triggered, this, &APistol::HandleShootInput).WithLambda([this]() { HandleShootInput("IA_Shoot_Left"); });
PlayerInputComponent->BindAction(IA_Shoot_Right, ETriggerEvent::Triggered, this, &APistol::HandleShootInput).WithLambda([this]() { HandleShootInput("IA_Shoot_Right"); });
This way, the function HandleShootInput
knows which input action triggered the call based on the parameter passed to it Vantage ADP.
This approach is valid and often used when you want to consolidate similar functionality but distinguish between different input sources. While it might add some complexity, it can reduce code duplication and help centralize input handling logic.