Input Component

BPC_ODK_InputComponent is the main manager of input in the ODK. This component lives on the BP_ODK_PlayerControllerBase asset.

Enabling and disabling IMCs BPC_ODK_InputComponent can be used to control which IMCs are active. BPC_ODK_InputComponent uses a stack of states where each state contains a set of IMCs. When a state is active, all enabled IMCs are disabled and all IMCs on the newly enalbed state are enabled. PushInputMappingContextState - can be used to add an new state to the stack. This state will become active. RemoveInputMappingContextFromState - can be used remove a state from the stack. The previous state in the stack will become active. AddInputMappingContextToState - can be used to add an additional IMC to an existing state. If the state is active, the IMC will be enabled. RemoveInputMappingContextFromState - can be used to remove an IMC to an existing state. If the state is active, the IMC will be disabled.

Getting the last input type BPC_ODK_InputComponent can be used to get the last input state (Gamepad/Keyboard) by calling GetLastInputType or hooking into the event OnInputTypeUpdated.

Note, there exists a "On Posses Input Mapping Contexts" on the base BP_ODK_PlayerCharacterBase . Please do not use this config. It won't work within the ODK and will be removed in a future iteration.

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