Update:
When I try to do this,
FName TheKeyName = EKeys::GetKeyName(EKeys::LeftControl);
ClientMessage(TheKeyName.ToString());
KeyActions[CurKeyBindAction] = EKeys::GetKeyFromName(TheKeyName);
compiler says:
'GetKeyName' : is not a member of 'EKeys'
error C2039: 'GetKeyFromName' : is not a member of 'EKeys'
I really need to get this working for my custom keybinding saving/loading process, please help
This is because I cant figure out how to Archive an EKey::Type directly
like
Ar << EKeys::LeftControl;
Dear Friends at Epic,
In the context of my own player controller class:
How do I call the function:
extern INPUTCORE_API EKey GetKeyFromName(FName KeyName);
stored in
source → runtime inputcore->InputCoreTypes.h"
For example if I want to call absolute value function, I use
FMath::Abs()
But I am not sure of how to call GetKeyFromName or GetKeyName(EKey Key)
Goal: I am trying to convert an array of EKeys to Strings to print to the screen.
so here’s pseudo code:
TArray AllKeys;
//loop
ClientMessage(
(TheSyntax I need Here)GetKeyName(AllKeys[itr]);
);
And a related question,
What is the exact code I would use to call these static functions from my controller class:
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
CoreMisc.h: General-purpose file utilities.
=============================================================================*/
static bool LoadANSITextFileToStrings(const TCHAR* InFilename, IFileManager* InFileManager, TArray& OutStrings);
static bool SaveStringToFile( const FString& String, const TCHAR* Filename, EEncodingOptions::Type EncodingOptions=EEncodingOptions::AutoDetect, IFileManager* FileManager=GFileManager );
Goal: I am trying to implement a simple save system to save files, and I am not sure how to write JSON's to hard disk.
:)
***I thoroughly enjoyed using BasicSaveObject in UE3, is there an equivalent in UE4?***
:)
thanks for the help!
:)
:)
:)
Rama