Aura Player Controller Input Setup

This commit is contained in:
2024-11-17 20:09:20 -04:00
parent 95b4ae5cfb
commit 33f5971de1
3 changed files with 37 additions and 2 deletions

View File

@ -8,7 +8,7 @@ public class Aura : ModuleRules
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
PrivateDependencyModuleNames.AddRange(new string[] { });

View File

@ -2,4 +2,28 @@
#include "Player/AuraPlayerController.h"
#include "EnhancedInputSubsystems.h"
AAuraPlayerController::AAuraPlayerController()
{
bReplicates = true;
}
void AAuraPlayerController::BeginPlay()
{
Super::BeginPlay();
check(AuraContext);
UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
check(Subsystem);
Subsystem->AddMappingContext(AuraContext, 0);
bShowMouseCursor = true;
DefaultMouseCursor = EMouseCursor::Default;
FInputModeGameAndUI InputModeData;
InputModeData.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
InputModeData.SetHideCursorDuringCapture(false);
SetInputMode(InputModeData);
}

View File

@ -6,6 +6,8 @@
#include "GameFramework/PlayerController.h"
#include "AuraPlayerController.generated.h"
class UInputMappingContext;
/**
*
*/
@ -13,5 +15,14 @@ UCLASS()
class AURA_API AAuraPlayerController : public APlayerController
{
GENERATED_BODY()
public:
AAuraPlayerController();
protected:
virtual void BeginPlay() override;
private:
UPROPERTY(EditAnywhere, Category="Input")
TObjectPtr<UInputMappingContext> AuraContext;
};