diff --git a/Source/StevesUEHelpers/Public/StevesGameSubsystem.h b/Source/StevesUEHelpers/Public/StevesGameSubsystem.h index 3f3f7a2..16080ab 100644 --- a/Source/StevesUEHelpers/Public/StevesGameSubsystem.h +++ b/Source/StevesUEHelpers/Public/StevesGameSubsystem.h @@ -294,6 +294,7 @@ public: * so we need the user to tell us when they make a change. * This call is however slightly delayed before being acted upon, because EI defers the rebuild of mappings until the next tick. */ + UFUNCTION(BlueprintCallable) void NotifyEnhancedInputMappingsChanged(); /** Attempt to find an enhanced input action by name in the configured folders. diff --git a/doc/InputImage.md b/doc/InputImage.md index bd7a974..3e18133 100644 --- a/doc/InputImage.md +++ b/doc/InputImage.md @@ -26,6 +26,13 @@ InputImage requires a [UiTheme](UiTheme.md) to operate, which links to the image Pick an Enhanced Input action from the asset browser interface. +> Note: at the time of writing, **Enhanced Input** exposes *no* events for us to +> be notified of mapping changes. Therefore, if you have persistent UI up which +> might be affected by a mapping change, you must call +> `UStevesGameSubsystem::NotifyEnhancedInputMappingsChanged()` after you have +> made changes to mappings. You don't have to do it the first time if you add +> mappings in `BeginPlay`. + ### Action or Axis Name The name of the input action or axis that should be looked up to determine the