ICInputReceiver

Overview

Interface implemented by pawns to receive input events from UCActionMappingComponent.

Properties & Methods

Name Description
moveEvent FCInputStruct<FVector2D> for movement input
rotateEvent FCInputStruct<FVector2D> for rotation input
jumpEvent FCInputStruct<bool> for jump
touchEvent FCInputStruct<bool> for touch (mobile)
LMBEvent FCInputStruct<bool> for left mouse button
ctrlLMBEvent FCInputStruct<bool> for Ctrl+LMB
RMBEvent FCInputStruct<bool> for right mouse button
pinchEvent FCInputStruct<float> for pinch (mobile)
scrollEvent FCInputStruct<float> for mouse wheel
alternativeScrollEvent FCInputStruct<float> for Ctrl+scroll
blockEvent FCInputStruct<bool> for block
interactEvent FCInputStruct<bool> for interact
changeViewEvent FCInputStruct<bool> for perspective change
displayResourceEvent FCInputStruct<bool> for resource inventory
displayMapEvent FCInputStruct<bool> for map toggle
cleanAllInputEvent Resets all event callbacks to no-op
// Each FCInputStruct<T> provides 5 callbacks:
// onTriggered, onStarted, onGoing, onCanceled, onCompleted
// Signature: (T value, float elapsedSec, float triggeredSec, const UInputAction*)

moveEvent.onTriggered = [this](FVector2D v, float e, float t, const UInputAction*) {
    AddMovementInput(GetActorForwardVector(), v.X);
    AddMovementInput(GetActorRightVector(), v.Y);
};