GSCAbilityInputBindingComponent #
Modular pawn component that hooks up enhanced input to the ability system input logic
Extends from GSCPlayerControlsComponent, so if your Pawn is dealing with Abilities use this component instead.
Properties #
TargetInputConfirm #
Type UInputAction*
Target Input Confirm:
Input action to handle Target Confirm for ASC
TargetConfirmTriggerEvent #
Type EGSCAbilityTriggerEvent
Target Confirm Trigger Event:
The EnhancedInput Trigger Event type to use for the target confirm input.
The most common trigger types are likely to be Started for actions that happen once, immediately upon pressing a button,
and Triggered for continuous actions that happen every frame while holding an input
Warning: The Triggered value should only be used for Input Actions that you know only trigger once. If your action
triggered event happens on every tick, this might lead to issues with abilities. When in doubt, use the default Started value.
TargetInputCancel #
Type UInputAction*
Target Input Cancel:
Input action to handle Target Cancel for ASC
TargetCancelTriggerEvent #
Type EGSCAbilityTriggerEvent
Target Cancel Trigger Event:
The EnhancedInput Trigger Event type to use for the target cancel input.
The most common trigger types are likely to be Started for actions that happen once, immediately upon pressing a button,
and Triggered for continuous actions that happen every frame while holding an input
Warning: The Triggered value should only be used for Input Actions that you know only trigger once. If your action
triggered event happens on every tick, this might lead to issues with abilities. When in doubt, use the default Started value.
Functions #
SetInputBinding #
Updates the Ability Input Binding Component registered bindings or create a new one for the passed in Ability Handle.
Parameters
Name | Type | Description |
---|---|---|
InputAction | UInputAction* | The Enhanced InputAction to bind to |
TriggerEvent | EGSCAbilityTriggerEvent | The trigger type to use for the ability pressed handle. The most common trigger types are likely to be Started for actions that happen once, immediately upon pressing a button. |
AbilityHandle | FGameplayAbilitySpecHandle | The Gameplay Ability Spec handle to setup binding for (handle returned when granting abilities manually with GSCAbilitySystemComponent) |
GetBoundInputActionForAbility #
Given a Gameplay Ability, returns the bound InputAction from mapped abilities (previously bound abilities) that matches the Ability Spec InputID.
Designed to be called from within a Gameplay Ability event graph, passing self reference for the Gameplay Ability parameter.
Parameters
Name | Type | Description |
---|---|---|
Ability | UGameplayAbility* |
Returns UInputAction*
ClearInputBinding #
Given a Gameplay Ability Spec handle (handle returned when granting abilities manually with GSCAbilitySystemComponent), clears up and reset the previously registered binding for that ability.
Parameters
Name | Type | Description |
---|---|---|
AbilityHandle | FGameplayAbilitySpecHandle |
ClearAbilityBindings #
Given an Enhanced Input Action, clears up input binding delegates (On Pressed and Released) and resets any abilities' (that were bound to that action) InputId to none.
Parameters
Name | Type | Description |
---|---|---|
InputAction | UInputAction* |
Generated on Tue, 16 Jul 2024 16:16:37 GMT