vault backup: 2024-01-29 15:46:03
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@ -108,4 +108,16 @@ void UGSAbilitySystemComponent::AbilityLocalInputPressed(int32 InputID)
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```
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# SDHGame
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李兄是在状态机每个节点的StateBegin()中调用CreateDynamicSkillInputActionMappingContext()进行动态绑定的。
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李兄是在状态机每个节点的StateBegin()中调用CreateDynamicSkillInputActionMappingContext()进行动态绑定的。FSDHSkillInputActionBinding里包含FEnhancedActionKeyMapping相关数据。
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```c++
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void USDHSMStateIns::OutputActionKeyMapping(TArray<FEnhancedActionKeyMapping>& OutBindings, const TArray<FSDHSkillInputActionBinding>& InputSkillBinding)
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{
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for (int32 i = 0; i < InputSkillBinding.Num(); i++)
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{
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FEnhancedActionKeyMapping NewMapping;
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NewMapping.Key = InputSkillBinding[i].Key;
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NewMapping.Action = InputSkillBinding[i].Action;
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OutBindings.Add(MoveTemp(NewMapping));
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}
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}
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```
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