Update docs re NotifyEnhancedInputMappingsChanged, & expose to BP

This commit is contained in:
Steve Streeting 2023-03-08 14:14:36 +00:00
parent 46e1a18187
commit 33edd237c1
2 changed files with 8 additions and 0 deletions

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@ -294,6 +294,7 @@ public:
* so we need the user to tell us when they make a change. * 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. * 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(); void NotifyEnhancedInputMappingsChanged();
/** Attempt to find an enhanced input action by name in the configured folders. /** Attempt to find an enhanced input action by name in the configured folders.

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@ -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. 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 ### Action or Axis Name
The name of the input action or axis that should be looked up to determine the The name of the input action or axis that should be looked up to determine the