diff --git a/.obsidian/plugins/various-complements/histories.json b/.obsidian/plugins/various-complements/histories.json index 4bd72fe..9f72dbf 100644 --- a/.obsidian/plugins/various-complements/histories.json +++ b/.obsidian/plugins/various-complements/histories.json @@ -1 +1 @@ -{"UBodySetup":{"UBodySetup":{"currentFile":{"count":1,"lastUpdated":1750994347070}}},"Android常用命令":{"Android常用命令":{"internalLink":{"count":1,"lastUpdated":1751942017728}}},"issues":{"issues":{"currentFile":{"count":1,"lastUpdated":1752993735430}}},"TODO清单":{"TODO清单":{"internalLink":{"count":1,"lastUpdated":1753451898745}}},"来Block所有输入。":{"来Block所有输入。":{"currentFile":{"count":1,"lastUpdated":1753454350659}}}} \ No newline at end of file +{"配置IA中的UserSetting选项。":{"配置IA中的UserSetting选项。":{"currentFile":{"count":1,"lastUpdated":1756439877872}}}} \ No newline at end of file diff --git a/03-UnrealEngine/Gameplay/Lyra/UE5 Lyra学习笔记(8)—EnhanceInput(UE5.5).md b/03-UnrealEngine/Gameplay/Lyra/UE5 Lyra学习笔记(8)—EnhanceInput(UE5.5).md index bb302f6..7741a9d 100644 --- a/03-UnrealEngine/Gameplay/Lyra/UE5 Lyra学习笔记(8)—EnhanceInput(UE5.5).md +++ b/03-UnrealEngine/Gameplay/Lyra/UE5 Lyra学习笔记(8)—EnhanceInput(UE5.5).md @@ -22,7 +22,6 @@ rating: ⭐ - **Input Mapping Contexts**:输入Action的集合。可以为不同GameMode配置不同的 **Input Mapping Contexts**来满足自定义输入的需求。 - **Input Modifiers**: 是一种预处理器,能够修改UE接收的原始输入值,然后再将其发送给输入触发器(Input Trigger)。增强输入插件随附多种输入修饰器,可以执行各种任务,例如更改轴顺序、实现"死区"、将轴输入转换为世界空间。 - **Input Triggers**:用于确定用户输入在经过一系列可选输入修饰器的处理后,是否会激活输入映射上下文中的相应输入动作。 -- **UEnhancedInputUserSettings** (~~PlayerMappableInputConfig~~)**: - 多平台相关:位于Project Settings -> Enhanced Input -> Platform Settings -> Input Data - Mapping Context Redirect:将不同的输入设置用于不同的平台。 - Enhanced Input Platform Data:为你的游戏添加特定于平台的选项。 @@ -119,7 +118,7 @@ ETriggerState UInputTriggerHold::UpdateState_Implementation(const UEnhancedPlaye # Lyra中的相关实现 -ULyraHeroComponent中的输入绑定: +## ULyraHeroComponent中的输入绑定 ```c++ void ULyraHeroComponent::InitializePlayerInput(UInputComponent* PlayerInputComponent) { @@ -146,14 +145,16 @@ void ULyraHeroComponent::InitializePlayerInput(UInputComponent* PlayerInputCompo { if (const ULyraPawnData* PawnData = PawnExtComp->GetPawnData()) { + //获取ULyraInputConfig DataAesset,存储TArray,FLyraInputAction里为InputAction、GameplayTag。 if (const ULyraInputConfig* InputConfig = PawnData->InputConfig) { for (const FInputMappingContextAndPriority& Mapping : DefaultInputMappings) { + //获取UInputMappingContext并进行注册。 if (UInputMappingContext* IMC = Mapping.InputMapping.Get()) { if (Mapping.bRegisterWithSettings) - { + { if (UEnhancedInputUserSettings* Settings = Subsystem->GetUserSettings()) { Settings->RegisterInputMappingContext(IMC); @@ -199,4 +200,18 @@ void ULyraHeroComponent::InitializePlayerInput(UInputComponent* PlayerInputCompo UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(const_cast(PC), NAME_BindInputsNow); UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(const_cast(Pawn), NAME_BindInputsNow); } -``` \ No newline at end of file +``` + +# 按键设置与保存 +- [Player Mappable Keys using Enhanced Input](https://dev.epicgames.com/community/learning/tutorials/Vp69/unreal-engine-player-mappable-keys-using-enhanced-input) + +## 相关类 +- **UEnhancedInputUserSettings** (~~PlayerMappableInputConfig~~): 用户输入设置类。通过EnhancedInputLocalPlayerSubsystem->GetEnhancedInputUserSettings()获取。 +- UEnhancedPlayerMappableKeyProfile:一个用户当前设置的实例。比如“默认”与“左撇子"。 + +## 步骤 +1. 假设已经配置好了IMC以及IA。 + 1. 在Controller中注册IMC与IA? +2. ProjectSettings - Engine - EnhancedInput - UserSettings中的Enable User Settings +3. 配置IA中的UserSetting选项。 + 1. \ No newline at end of file