Enhanced Input in PlayerController
Enhanced Input in PlayerControllerJeanGrey
c_cpp
2 years ago
587 B
34
Indexable
// Jeangrey´s c++ code // Enhanced Input in BlasterPlayerController // BlasterPlayerController.h UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input) UInputAction* QuitAction; // BlasterPlayerController.cpp void ABlasterPlayerController::SetupInputComponent() { Super::SetupInputComponent(); if (InputComponent == nullptr) return; if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent)) { EnhancedInputComponent->BindAction(QuitAction, ETriggerEvent::Completed, this, &ABlasterPlayerController::ShowRetunToMainMenu); } }
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