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https://github.com/sinbad/StevesUEHelpers.git
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57 lines
1.1 KiB
Markdown
57 lines
1.1 KiB
Markdown
# Input Helpers
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Unreal lacks an in-built way to determine the currently used input method by
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a player, and ways to be notified when that changes. So I fixed that 😄
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All these functions are available on "Steves Game Subsystem", which you can
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get on a Blueprint like this:
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
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Or in C++ like this:
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```c++
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#include "StevesUEHelpers.h"
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...
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auto GS = GetStevesGameSubsystem(GetWorld());
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```
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## Getting the last input device for a player
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Blueprint:
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
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C++:
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```c++
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EInputMode Mode = GS->GetLastInputModeUsed(PlayerIndex);
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```
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## Listening for when player changes input device
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Blueprint:
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
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C++:
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```c++
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// Subscribe somewhere in your code
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void AYourClass::ListenForInputModeChanges()
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{
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auto GS = GetStevesGameSubsystem(GetWorld());
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GS->OnInputModeChanged.AddDynamic(this, &AYourClass::InputModeChanged);
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}
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```
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```c++
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// This is your method which gets called
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void AYourClass::InputModeChanged(int PlayerIndex, EInputMode NewMode)
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{
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...
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}
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```
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