这个子系统用于管理输入映射上下文(Input Mapping Context)。 if (DefaultMapping): 检查DefaultMapping是否有效(是否为nullptr)。 Subsystem->AddMappingContext(DefaultMapping, 0);: 如果DefaultMapping有效,将其添加到输入子系统中。 第二个参数0是优先级,数值越小优先级越高
它以模块化的方式解耦了从输入的按键配置到事件处理的逻辑处理过程,通过提供输入动作(UInputAction)、输入修改器(UInputModifier)、输入触发器(UInputTrigger)和输入映射环境(UInputMappingContext)这些可组合功能,在新的增强玩家输入(UEnhancedPlayerInput)和增强输入组件( UEnhancedInputComponent)的配合下提供了更灵活和更...
Removes an explicitly provided Input Mapping Context to the input systemTarget is XRCreative AvatarInputsTypeNameDescription exec In object Target object Context OutputsTypeNameDescription exec Out Ask questions and help your peers Developer Forums Write your own tutorials or read those from others ...
input_context_priority (int32): [Read-Write] If an Input Mapping Context is provided then this value defines the priority level that the context is added to the input system with input_mapping_context (InputMappingContext): [Read-Write] If an Input Mapping Context is specified then that Cont...
Animation Retarget Manager now supports saving and loading of the mapping data, so you cansave and reuse mapping data on multiple meshes. You can also quickly save multiple rig data for different animations and reuse them with this feature. ...
Add 3D marker positions to your Actor components, or let rigid body position and orientation manipulate them. Mapping skeletons to a mesh is handled by Unreal Engine’s LiveLink plugin (a common interface for streaming and consuming animation data from external sources). ...
Displays the state of Input Action. Can be used to inject inputs to help debugging, as loosing window focus when breaking in the code doesn't affect the state of injected inputs unlike real inputs. The display input action are read from a Input Mapping Context defined in a Data Asset. ...
addMappingContext(self.defaultMappingContext,0) inputComponent.bindAction(self.jumpAction,ETriggerEvent.Triggered, self,n"jump") inputComponent.bindAction(self.jumpAction,ETriggerEvent.Completed, self,n"stopJumping") inputComponent.bindAction(self.moveAction,ETriggerEvent.Triggered, self,n"move") input...
New: Added "offscreen" video driver to SDL so the engine can now create GL context on headless machines not running any display servers (EGL is enough). New: Added support for creating Linux installed builds. New: Bundled libc++ with the engine to guard against STL incompatibility problems....
GetInputInfo GetLabel GetLayerDescMember GetMaxTrainingFramesPropertyName GetMemUsageInBytes GetNeuralNetworkModifyDelegate GetNodeGroupObjectNodeMapping GetNumBaseMeshVerts GetNumFloatsPerBone GetNumFloatsPerCurve GetNumStreamingMipsDirect GetNumTargetMeshVerts GetNumUniformBuffersUsed GetOnStepAboutToBeRemoved Ge...