然后根据你的功能需求新建一个输入操作(Input Action),这里我拿保存举例,我新建了一个IA_Save,在输入映射上下文(Input Mapping Context)中添加该输入操作(Input Action),增加S按键,给该按键加一个触发器(Triggers),索引(Index)为弦操作(Chorded Action),里面的弦操作(Chord Action)选择IA_Ctrl,这样就实现了一个...
Input Action Asset(输入操作资产) TArray<FEnhancedActionKeyMapping> Mappings;(按键映射列表) FKey (按键绑定) Triggers(输入触发器,决定是否触发Input Action(输入操作)) Modifiers(输入修饰符,将原始输入设备的值处理后发送到Triggers触发器) IsPlayerMappable(bool值,是否公开到玩家绑定的按键?) PlayerMappableOptio...
The selection of notes is influenced by several factors, including the chord root and chord type recognized by the instrument from player input, the range data supplied in step S42, and the set of applicable chord voicings from the style definition table (Table 1). The chord voicings for the...
ChordedAction 键盘按下后不会触发,只有另一个IA触发时才会触发该按键。 参数: Chord Action:依赖的IA。 Actuation Threshold:触发器可以触发的阈值。 InputTrigger处理过程的源码分析 InputTrigger的处理过程主要在UEnhancedPlayerInput::ProcessInputStack中。如果有IMC的Triggers则优先处理IMC的Triggers之后处理IA的Trigge...