[= 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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I’m looking through part right now to make the plugin support input mapping, I think I understand the initialization part but I haven’t managed to narrow down what function needs to be called to update the axis value when the value has changed or a button has been pressed. I see no references to FSlateApplication. Could you point out what I need to call to update the mapping values?