Hello, so I’m trying to make a prototype where there is only 1 ability, but every key on the keyboard both activates and changes what it does without any other key input as well as making it so the typical modifier keys further modifying the action. So I was hoping there would be a way of passing the Key because I want to use the features coming out in 5.4+ but I don’t know if the depreciated input system will be around that long. I know I could just make an IA_(Action) for every key, but that seems like a huge undertaking for what I was hoping was just a month of messing around.
Dude, I think it will only take 10 minutes at most.
Kinda answered here:
In short, at times of 5.3: either use a crude solution via scaling float input value via Scalar
modifier (has limitations), either move EnhancedInput plugin to project and extend structures so you can add custom data to input mapping bindings
Making the actions might only take 10 minutes, but the amount of time introduced by making input action events, going back correcting them, etc looked like a huge hassle that would be made even worse if I find problems or need to add keys. The prototype I’m working on is a bit of a gag game in messing with the player by constantly changing things so I need the Keys for a multitude of reasons; one being that if you accidentally spell something out with past uses it is spawned and starts hunting you. I know I could do that by setting a variable, but if I can’t get the key that changes based on what’s going on in the game then I can’t do what I wanted to.
So, yeah, that’s why I’d prefer a clean solution.
If you just want to know which key was pressed, and not take advantage of any “Enhanced Input Plugin” possibilitties, which is what happens with these solutions, there is the “anykey event” that tells you which key was pressed
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