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2 Commits

Author SHA1 Message Date
Ji Yoon Rhee
1b515981f5 created input mapping context for projectile attacks and UI toggling 2024-06-08 23:27:33 +09:00
Ji Yoon Rhee
d51ec24938 set up input mapping in hwanyoung2 character 2024-06-08 23:26:38 +09:00
19 changed files with 43 additions and 22 deletions

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@ -44,6 +44,10 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 InventoryWeightLimit; int32 InventoryWeightLimit;
/** MappingContext */
UPROPERTY(EditAnywhere, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputMappingContext* InputMapping;
/** Toggle inventory GUI Input Action */ /** Toggle inventory GUI Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* ToggleInventoryAction; class UInputAction* ToggleInventoryAction;

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@ -50,9 +50,11 @@ void Ahwanyoung2Character::BeginPlay()
{ {
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer())) if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
{ {
Subsystem->AddMappingContext(DefaultMappingContext, 0); Subsystem->AddMappingContext(InputMapping, 0);
} }
} }
} }
void Ahwanyoung2Character::CheckForInteractables() void Ahwanyoung2Character::CheckForInteractables()

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@ -4,7 +4,7 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "InputActionValue.h" #include "InputAction.h"
#include "hwanyoung2.h" #include "hwanyoung2.h"
#include "hwanyoung2Character.generated.h" #include "hwanyoung2Character.generated.h"
@ -28,8 +28,8 @@ class Ahwanyoung2Character : public ACharacter
#pragma region Character Gameplay Input Action #pragma region Character Gameplay Input Action
/** MappingContext */ /** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) UPROPERTY(EditAnywhere, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputMappingContext* DefaultMappingContext; class UInputMappingContext* InputMapping;
/** Jump Input Action */ /** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))