Listening to inputs on UObjects
Last updated
Last updated
This feature is present in release v32 onwards.
By default, native Unreal allows you to add input events in a basic object's event graph, but provides no blueprint-exposed way of listening to them. To help with this, we have added a BindToInputs
helper, that will listen to the inputs on this object for the provided player controller.
If you want to stop listening to inputs, you can call UnbindInputs
. This requires the same player controller, and the InputComponent returned by the corresponding BindToInputs
call.
NOTE: This shouldn't be used for Actors or User Widgets. These each have their own way of handling user input (input is bound automatically for widgets, and can be listened to on Actors with the EnableInput
helper