Tweaked images a little and reduced game instance discussion in root

This commit is contained in:
Steve Streeting 2020-10-23 13:03:13 +01:00
parent b56b9e65b8
commit 0b26f9b937
6 changed files with 4 additions and 21 deletions

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@ -70,28 +70,11 @@ you can tap into anywhere in Blueprints by searching for it:
![Game Instance Subsystem](./Resources/gameinstance.png) ![Game Instance Subsystem](./Resources/gameinstance.png)
Once you have access to this you can do things like tie events into the input mode Once you have access to this you can do things like get the latest input device used:
changing:
![Game Instance Subsystem](./Resources/bpexample.png) ![Game Instance Subsystem](./Resources/lastinput.png)
To access this in C++, just do this:
```c++
#include "StevesUEHelpers.h"
...
auto GS = GetStevesGameSubsystem(GetWorld());
if (GS)
{
// get current mode (first player assumed)
EInputMode CurrentInputMode = GS->GetLastInputModeUsed();
// Subscribe to input mode changes (remember this must be a UFUNCTION)
GS->OnInputModeChanged.AddUniqueDynamic(this, &AMyActor::OnInputModeChanged);
}
```
For more details, see the [Input section](doc/Input.md).
# License # License

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@ -34,7 +34,7 @@ EInputMode Mode = GS->GetLastInputModeUsed(PlayerIndex);
Blueprint: Blueprint:
![Game Instance Subsystem](../Resources/bpexample.png) ![Game Instance Subsystem](../Resources/inputchangeevent.png)
C++: C++: