In Blueprint, on any actor you can call out one of your input bindings
How can I do the same in C++ and set Consume Input to false?
In Blueprint, on any actor you can call out one of your input bindings
How can I do the same in C++ and set Consume Input to false?
void APlayerControllerGame::SetupInputComponent() {
Super::SetupInputComponent();
FInputActionBinding CurBinding = InputComponent->BindAction(INPUTACTIONMAPPING_NavMainMenu, EInputEvent::IE_Released, this, &APlayerControllerGame::ActOnInputActionNavMainMenu);
CurBinding.bConsumeInput = false;
CurBinding.bExecuteWhenPaused = true;
}