added input action reference for walking, binded IA_Walk to Move() function

This commit is contained in:
Ji Yoon Rhee 2024-06-10 18:41:00 +09:00
parent 06bb51a198
commit 68d9fafdf6
2 changed files with 7 additions and 0 deletions

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@ -117,6 +117,9 @@ void Ahwanyoung2Character::SetupPlayerInputComponent(class UInputComponent* Play
//Moving //Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move); EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move);
//Walking
EnhancedInputComponent->BindAction(WalkAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move);
//Looking //Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Look); EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Look);

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@ -43,6 +43,10 @@ class Ahwanyoung2Character : public ACharacter
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* LookAction; class UInputAction* LookAction;
/** Walk Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* WalkAction;
#pragma endregion #pragma endregion
private: private: