[= Audy;24631]
Really great work, very excited to see people integrating technologies like in to UE4.
was one of the things I was wondering about as well. If you’re interested in extending the plugin to implement the input system integration I’d be happy to help point you in the right directions.
One of the intentions of the way that FKey references inputs by FName is that adding new inputs in a plugin should be straightforward, however, it does not have a plugin based consumer of the API that I’m aware of yet.
The first step would be to call EKeys::AddKey for each of the new keys, probably as part of your module initialization. Then in your module you would need a tickable object, potentially using FTickableGameObject which pumps calls to FSlateApplication. Probably OnControllerAnalog, OnControllerButtonPressed/Released, and possibly OnMotionDetected, though I’m imagining there is some work that needs to be thought out about how to make the motion functions work with the two controllers.
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Interesting, I’ll definitely ask you some questions on after looking at it sometime later week. The concept is clear, but its always the devil in the details. I remember looking at earlier, but without success in finding direct examples (all native keys and gamepad binds seem to be buried in the engine).