Unity's Input.GetKeyDown(Keycode.Q) in Unreal

Hi, Are there any easy way to get Input and do something in C++ not in Blueprint?

I used to write a line of code when I use Unity, such as

Update()
{
    If(Input.GetKeyDown(Keycode.Q)
    {
        //DO SOMETHING...
    }
}

I am looking for something similar to Unity’s Input.GetkeyDown in UE4 to make easy to debug or test something.
Thank you in advance.

1 Like

Have a look in the ShooterGame example.
It implements everything in c++ as far as I know.

    APlayerController.h

    ...

    /** Returns true if the given key/button is pressed on the input of the controller (if present) */
	UFUNCTION(BlueprintCallable, Category="Game|Player")
	bool IsInputKeyDown(FKey Key) const;

	/** Returns true if the given key/button was up last frame and down this frame. */
	UFUNCTION(BlueprintCallable, Category="Game|Player")
	bool WasInputKeyJustPressed(FKey Key) const;

	/** Returns true if the given key/button was down last frame and up this frame. */
	UFUNCTION(BlueprintCallable, Category="Game|Player")
	bool WasInputKeyJustReleased(FKey Key) const;

	/** Returns the analog value for the given key/button.  If analog isn't supported, returns 1 for down and 0 for up. */
	UFUNCTION(BlueprintCallable, Category="Game|Player")
	float GetInputAnalogKeyState(FKey Key) const;

	/** Returns the vector value for the given key/button. */
	UFUNCTION(BlueprintCallable, Category="Game|Player")
	FVector GetInputVectorKeyState(FKey Key) const;

	/** Retrieves the X and Y screen coordinates of the specified touch key. Returns false if the touch index is not down */
	UFUNCTION(BlueprintCallable, Category="Game|Player")
	void GetInputTouchState(ETouchIndex::Type FingerIndex, float& LocationX, float& LocationY, bool& bIsCurrentlyPressed) const;

	/** Retrieves the current motion state of the player's input device */
	UFUNCTION(BlueprintCallable, Category="Game|Player")
	void GetInputMotionState(FVector& Tilt, FVector& RotationRate, FVector& Gravity, FVector& Acceleration) const;

	/** Retrieves the X and Y screen coordinates of the mouse cursor. Returns false if there is no associated mouse device */
	UFUNCTION(BlueprintCallable, Category="Game|Player")
	bool GetMousePosition(float& LocationX, float& LocationY) const;

	/** Returns how long the given key/button has been down.  Returns 0 if it's up or it just went down this frame. */
	UFUNCTION(BlueprintCallable, Category="Game|Player")
	float GetInputKeyTimeDown(FKey Key) const;

	/** Retrieves how far the mouse moved this frame. */
	UFUNCTION(BlueprintCallable, Category="Game|Player")
	void GetInputMouseDelta(float& DeltaX, float& DeltaY) const;

	/** Retrieves the X and Y displacement of the given analog stick. */
	UFUNCTION(BlueprintCallable, Category="Game|Player")
	void GetInputAnalogStickState(EControllerAnalogStick::Type WhichStick, float& StickX, float& StickY) const;

    ...