[= Gagnon;189705]
The following code suggested here is absolutely how you would generate input and is the correct way to do it now.
bool EmitKeyDownEventForKey(FKey key, int32 user, bool repeat)
{
FKeyEvent KeyEvent(key, FSlateApplication::Get().GetModifierKeys(), user, repeat, 0, 0);
return FSlateApplication::Get().ProcessKeyDownEvent(KeyEvent);
}
I’m unclear why you implemented FKeyEvent::ToText()?
certainly is the cause of the inconsistent dll linkage error.
Is there another warning or error that has lead you to implementing function?
Ensuring we sort out is a high priority to us, I appreciate the report and information.
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Hey , I have a question for you. How do you go about providing the actual value for let’s say a given axis? Before I could pass the normalized value from -1 to 1 with FSlateApplication::Get().OnControllerAnalog(…) but I haven’t found where to store that yet. If you could let me know where I can specify the current axis value, that’d be great, thanks.
EDIT: I found it, no worries… FAnalogInputEvent
UPDATE: If anyone wants the modification for analog events, here you go…
[]
bool EmitAnalogEventForKey(FKey key, int32 user, bool repeat, float value)
{
FAnalogInputEvent AnalogEvent(key, FSlateApplication::Get().GetModifierKeys(), user, repeat, 0, 0, value);
return FSlateApplication::Get().ProcessAnalogInputEvent(AnalogEvent);
}
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Yup, I’m suffering from the same …
[]
Error 3 error LNK2001: unresolved external symbol "public: virtual class FText __cdecl FKeyEvent::ToText(void)const " (?ToText@FKeyEvent@@UEBA?AVFText@@XZ) D:\Unreal Engine 4\Projects\Prototype\Intermediate\ProjectFiles\JoystickDevice.cpp.obj Prototype
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I was getting them for FKeyEvent, FInputEvent, and FAnalogInputEvent. I looked at the engine code and clearly if you look at Events.cpp, all of the ToText(…) overrides have been implemented and I noticed it doesn’t fail to compile on Debug, only on Release. If I get a , I’ll try to debug it further. Hope helps.