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Update docs re NotifyEnhancedInputMappingsChanged, & expose to BP
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@ -294,6 +294,7 @@ public:
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* so we need the user to tell us when they make a change.
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* This call is however slightly delayed before being acted upon, because EI defers the rebuild of mappings until the next tick.
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*/
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UFUNCTION(BlueprintCallable)
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void NotifyEnhancedInputMappingsChanged();
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/** 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
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Pick an Enhanced Input action from the asset browser interface.
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> Note: at the time of writing, **Enhanced Input** exposes *no* events for us to
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> be notified of mapping changes. Therefore, if you have persistent UI up which
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> might be affected by a mapping change, you must call
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> `UStevesGameSubsystem::NotifyEnhancedInputMappingsChanged()` after you have
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> made changes to mappings. You don't have to do it the first time if you add
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> mappings in `BeginPlay`.
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### Action or Axis Name
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The name of the input action or axis that should be looked up to determine the
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