ExecBindings gone? (Beta6)

G’day,

Seems ExecBindings has been replaced by DebugExecBindings array, which is described as being for ‘development purposes only’. Was using execs for switching directly between items, based on different parameters.

Does this mean that they will not function in multiplayer games or outside of the editor?

Is it possible to send variables using ActionMappings?

Thanks you.

Kris

Hi Kris,

I’m not sure what you mean by sending variables using ActionMapping. In general though, you should be able to replicate whatever you want via your Actor. So if you set it up so your input changes the state of your actor, and your actor can properly replicate the state you’re interested in, you should be fine. It wouldn’t matter then whether the state changes came in via the ExecBindings or ActionMapping code path.

Hope that helps!
Jeff

By send, I was referring to a variable being sent along with a command to be passed.
eg. setfov 90 - the 90 is being ‘sent’.

My use of the word ‘send’ was a poor choice - I’ll blame it on lack of sleep. New baby :stuck_out_tongue:

We were using these bindings:

+ExecBindings=(Key=One,Command=“SwitchToItem category Primary”

+ExecBindings=(Key=Two,Command=“SwitchToItem category Secondary”

Changing the ExecBindings to DebugExecBindings currently works.

Will they continue to work in multiplayer and/or non-development builds?

My goal is to recreate the basic scripting system I created for UDK. It supported additional button usages - hold, hold then release, double-tap hold etc - and let you create more complex commands. To support this, I need to be able to bind a key to a string that can be read and interpreted similar to UE3.

For instance, this was a bind created in UE3:

.Bindings=(Name=“GBA_WalkOrSprint”,Command=“OnHold StartRunning | OnReleaseHold StopRunning | OnRelease (PWantsTo Sprint) StopSprinting (Else) StartSprinting”)

Any input in this area would be appreciated!

Kris

Given the intent is development usage, I would not expect DebugExecBindings to work in shipping builds.

If you want to extend the input system to support different kinds of actions, I’d recommend extending UPlayerInput. There you can receive the raw EInputEvents and do the tracking for more complex events. You could even expose your own config variables there if you want to continue using the ini files.

Regarding multiplayer, your input events are client-only (as I believe they were in UE3), so you will still need to replicate state changes via your actor.

Jeff

PS Congrats on the baby!

Thank you for the information.

I figure I can do what I previously did - parse a string of commands, divide them into subcommands with conditions, then bind each one to the same key.

I’ll post again if I run into any issues.
Otherwise I’ll share the results on the forum.
Cheers.

Kris