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  • Writer's pictureSaman khorram

Enhanced Input system C++ UE5.2

Adding "EnhancedInput" module to Build.cs

https://docs.unrealengine.com/5.0/en-US/API/Plugins/EnhancedInput/UEnhancedInputEngineSubsystem/

Create a new character class ,

add "InputActionValue.h" to header of this new character class to recognize FInputActionValue return type, https://docs.unrealengine.com/5.2/en-US/API/Plugins/EnhancedInput/FInputActionValue/


#include "InputActionValue.h"


forward declare UInputMappingContext and UInputAction in the header

class UInputMappingContext;

class UInputAction;

create two pointers in protected section for MappingContext and InputAction so we can add them in the editor to blueprint version of the character

and create a callback function for specific action

protected:
	virtual void BeginPlay() override;

	UPROPERTY(EditAnywhere, BlueprintReadOnly , Category = Input)
	UInputMappingContext* CharacterMappingContext;

	UPROPERTY(EditAnywhere, BlueprintReadOnly , Category = Input)
	UInputAction* MoveInputAction;

	void MoveCallBack(const FInputActionValue& Value);


Done with header,

In c++ part add these two header

in the BeginPlay() we need to fill the mappingContext using this method:

find player controller, and find enhanced subsystem from localplayer static function "GetSubsystem()"

then using AddMappingContext functon to define the mappingContext


void ACubixCharacter::BeginPlay()
{
	Super::BeginPlay();

	if (APlayerController* PlayerController = Cast<APlayerController>(GetController()))
	{
		UEnhancedInputLocalPlayerSubsystem* EnhancedSubsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer());
		if (EnhancedSubsystem)
		{
			EnhancedSubsystem->AddMappingContext(CharacterMappingContext, 0);
		}
	}
	
}

for binding action in SetupPlayerInputComponent(),

make a pointer to UEnhancedInputComponent and use it to bind actions,


// Called to bind functionality to input
void ACubixCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
	{
		EnhancedInputComponent->BindAction(MoveInputAction, ETriggerEvent::Triggered, this, &ACubixCharacter::MoveCallBack);
	}
	
	
}

the rest is expanding it by adding input actions , creating callback function and linking them together in cpp ,


void ACubixCharacter::MoveCallBack(const FInputActionValue& Value)
{
	const FVector MoveVector = Value.Get<FVector>();
	UE_LOG(LogTemp, Warning , TEXT("value is %f , %f , %f"), MoveVector.X , MoveVector.Y , MoveVector.Z)
}


in editor create a blueprint of the created class and add mappingContext and Inputactions and assign it.




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