GSCAbilityInputBindingComponent #

Modular pawn component that hooks up enhanced input to the ability system input logic

Extends from GSCPlayerControlsComponent, so if your Pawn is dealing with Abilities use this component instead.

Properties #

TargetInputConfirm #

Type UInputAction*

Target Input Confirm:
Input action to handle Target Confirm for ASC

TargetConfirmTriggerEvent #

Type EGSCAbilityTriggerEvent

Target Confirm Trigger Event:
The EnhancedInput Trigger Event type to use for the target confirm input.


The most common trigger types are likely to be Started for actions that happen once, immediately upon pressing a button,
and Triggered for continuous actions that happen every frame while holding an input

Warning: The Triggered value should only be used for Input Actions that you know only trigger once. If your action
triggered event happens on every tick, this might lead to issues with abilities. When in doubt, use the default Started value.

TargetInputCancel #

Type UInputAction*

Target Input Cancel:
Input action to handle Target Cancel for ASC

TargetCancelTriggerEvent #

Type EGSCAbilityTriggerEvent

Target Cancel Trigger Event:
The EnhancedInput Trigger Event type to use for the target cancel input.


The most common trigger types are likely to be Started for actions that happen once, immediately upon pressing a button,
and Triggered for continuous actions that happen every frame while holding an input

Warning: The Triggered value should only be used for Input Actions that you know only trigger once. If your action
triggered event happens on every tick, this might lead to issues with abilities. When in doubt, use the default Started value.

Functions #

SetInputBinding #

Updates the Ability Input Binding Component registered bindings or create a new one for the passed in Ability Handle.

Set Input Binding

Parameters

Name Type Description
InputAction UInputAction* The Enhanced InputAction to bind to
TriggerEvent EGSCAbilityTriggerEvent The trigger type to use for the ability pressed handle. The most common trigger types are likely to be Started for actions that happen once, immediately upon pressing a button.
AbilityHandle FGameplayAbilitySpecHandle The Gameplay Ability Spec handle to setup binding for (handle returned when granting abilities manually with GSCAbilitySystemComponent)

GetBoundInputActionForAbility #

Given a Gameplay Ability, returns the bound InputAction from mapped abilities (previously bound abilities) that matches the Ability Spec InputID.

Designed to be called from within a Gameplay Ability event graph, passing self reference for the Gameplay Ability parameter.

Get Bound Input Action for Ability

Parameters

Name Type Description
Ability UGameplayAbility*

Returns UInputAction*

ClearInputBinding #

Given a Gameplay Ability Spec handle (handle returned when granting abilities manually with GSCAbilitySystemComponent), clears up and reset the previously registered binding for that ability.

Clear Input Binding

Parameters

Name Type Description
AbilityHandle FGameplayAbilitySpecHandle

ClearAbilityBindings #

Given an Enhanced Input Action, clears up input binding delegates (On Pressed and Released) and resets any abilities' (that were bound to that action) InputId to none.

Clear Ability Bindings

Parameters

Name Type Description
InputAction UInputAction*

Generated on Sat, 11 Mar 2023 16:20:29 GMT