How can one manage which type of input is currently being used? For example if you had keyboard, mouse, and/or gamepad all connected how to display the correct input control messages on screen. And is how do we tell if oculus or vive because get key isgamepad or ismousebutton or iskeyboard are the only options.
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Originally posted by spdemille View PostHow can one manage which type of input is currently being used? For example if you had keyboard, mouse, and/or gamepad all connected how to display the correct input control messages on screen. And is how do we tell if oculus or vive because get key isgamepad or ismousebutton or iskeyboard are the only options.
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I read the pertinent line over and over;
"In Blueprints you can place an Axis or Action Event node from the Input section of the context menu or palette of any Actor blueprint."
You'd think they would mention, YOU NEED TO CREATE YOUR ACTION OR AXIS EVENT, IN THE INPUT PANEL OF PROJECT SETTINGS FIRST, FOR IT TO EVEN SHOW UP IN THE INPUT SECTION OF THE CONTEXT MENU!Last edited by NextWorldVR; 08-22-2020, 02:40 PM.
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Originally posted by NextWorldVR View PostI read the pertinent line over and over;
"In Blueprints you can place an Axis or Action Event node from the Input section of the context menu or palette of any Actor blueprint."
You'd think they would mention, YOU NEED TO CREATE YOUR ACTION OR AXIS EVENT, IN THE INPUT PANEL OF PROJECT SETTINGS FIRST, FOR IT TO EVEN SHOW UP IN THE INPUT SECTION OF THE CONTEXT MENU!
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In the Input section of Engine Project Settings you can see the list of existing mappings and create new ones"
seems logical that you can't use something that hasn't been set up yet.CEO of Prydetech
https://www.artstation.com/ixicalibur
Originally posted by ixicalibur
Here you go, this is a link to every tutorial you could ever need plus instructions to access all the collective knowledge of mankind: [Super massive awesome link that every amazing game developer uses to instantly learn to be super awesome at making stuff]
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