For example, a modern mobile platform has fewer physical buttons to use than a controller on a Console platform. These platform traits can be helpful for defining platform-specific input mappings, especially on platforms that may have varying inputs available. For example, the mouse and keyboard mappings will only be activated if there is an associated SupportsMouseAndKeyboard platform trait. Mappings will only be activated if their platform conditions are met. Input mappings will not be "activated" on the player until the associated Game Feature is activated. The input mappings are registered whenever the game feature plugin is loaded this means the user can change their keybindings for any experience even if it is not currently active, such as on the main menu. This means each game feature plugin registers its own set of key bindings used with its experience. The PlayerMappableInputConfigs contain input mappings to be added to the local player, such as pressing the "W" key to move the character forward. The UGameFeatureAction_AddInputConfig is a Game Feature Action that is responsible for registering the Enhanced Input PlayerMappableInputConfig data assets. It is based on the Enhanced Input system. Lyra's Input Settings System was designed to resolve many common issues with input configuration setups experienced in games.
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