Bind keyboard and mouse input events dynamically
Hi , In this tutorial I am going to show you how to bind your input axis and action events in runtime, as in most of today's game , we have the option of customizing keyboard input. So , here I am ...
Hi ,
In this tutorial I am going to show you how to bind your input axis and action events in runtime, as in most of today's game , we have the option of customizing keyboard input. So , here I am assuming that you have one datatable imported which contains the following columns :
1>Action 2>DefaultInput 3>Input
Action is the column which contains the event name , DefaultInput contains the default value the event is bound to(this column is useful only when you hit the RESET button in your key customization menu) , and Input column contains the current input value , which is the value user has saved most recently. You can modify this Input column in your widget class on key pressed event , however , that is a story for another day.
Lets move on to our playercharacter class. Include these three namespaces.
1. include "Runtime/Engine/Classes/GameFramework/PlayerInput.h"
2. include "Runtime/Engine/Classes/GameFramework/InputSettings.h"
3. include "Runtime/CoreUObject/Public/UObject/UObjectGlobals.h"
Now in your constructor , initialize your datatable , whcih you have to define in the header file
static ConstructorHelpers::FObjectFinder KeyBoardBindingTable_BP(TEXT("DataTable'/Game/DataTables/KeyboardConfig.KeyboardConfig'"));
KeyBoardBindingTable = KeyBoardBindingTable_BP.Object;
Now , in your SetupPlayerInputComponent method inside your playercharacter, add the following lines
check(InputComponent);
const UInputSettings* InputSettings = GetDefault();
int rowindex = 1;
while (true)
{
FKeyBoardBindingTable* LookUpRow = KeyBoardBindingTable->FindRow(FName(*FString::FromInt(rowindex)), TEXT("Look Up"));
if (LookUpRow)
{
if (LookUpRow->Action == "Move Forward")
{
const FInputAxisKeyMapping axismapping(FName("Move Forward"), FKey(FName(*LookUpRow->Input)), 1);
((UInputSettings*)InputSettings)->AddAxisMapping(axismapping);
}
else if (LookUpRow->Action == "Move Backward")
{
const FInputAxisKeyMapping axismapping(FName("Move Forward"), FKey(FName(*LookUpRow->Input)), -1);
((UInputSettings*)InputSettings)->AddAxisMapping(axismapping);
}
else if (LookUpRow->Action == "Move Left")
{
const FInputAxisKeyMapping axismapping(FName("Move Right"), FKey(FName(*LookUpRow->Input)), -1);
((UInputSettings*)InputSettings)->AddAxisMapping(axismapping);
}
else if (LookUpRow->Action == "Move Right")
{
const FInputAxisKeyMapping axismapping(FName("Move Right"), FKey(FName(*LookUpRow->Input)), 1);
((UInputSettings*)InputSettings)->AddAxisMapping(axismapping);
}
else
{
const FInputActionKeyMapping actionmapping(FName(*LookUpRow->Action), FKey(FName(*LookUpRow->Input)), false, false, false, false);
((UInputSettings*)InputSettings)->AddActionMapping(actionmapping);
}
rowindex++;
}
else
{
break;
}
}
const FInputAxisKeyMapping turnaxismapping(FName("Turn"), FKey(FName("MouseX")), 1);
((UInputSettings*)InputSettings)->AddAxisMapping(turnaxismapping);
const FInputAxisKeyMapping lookupaxismapping(FName("LookUp"), FKey(FName("MouseY")), 1);
((UInputSettings*)InputSettings)->AddAxisMapping(lookupaxismapping);
((UInputSettings*)InputSettings)->SaveKeyMappings();
InputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
InputComponent->BindAxis("Move Forward", this, &AForgottenLegionCharacter::MoveForward);
InputComponent->BindAxis("Move Right", this, &AForgottenLegionCharacter::MoveRight);
InputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
InputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
That's it. Now every time , you are going to hit "Play" in your editor , the input column will be read from your datatable and saved in your config file , which you can verify by going to Project Settings->Input section.
Enjoy.