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Hi, Are there any easy way to get Input and do something in C++ not in Blueprint?

I used to write a line of code when I use Unity, such as

Update()
    If(Input.GetKeyDown(Keycode.Q)
        //DO SOMETHING...

I am looking for something similar to Unity’s Input.GetkeyDown in UE4 to make easy to debug or test something.
Thank you in advance.

/** Returns true if the given key/button is pressed on the input of the controller (if present) */ UFUNCTION(BlueprintCallable, Category="Game|Player") bool IsInputKeyDown(FKey Key) const; /** Returns true if the given key/button was up last frame and down this frame. */ UFUNCTION(BlueprintCallable, Category="Game|Player") bool WasInputKeyJustPressed(FKey Key) const; /** Returns true if the given key/button was down last frame and up this frame. */ UFUNCTION(BlueprintCallable, Category="Game|Player") bool WasInputKeyJustReleased(FKey Key) const; /** Returns the analog value for the given key/button. If analog isn't supported, returns 1 for down and 0 for up. */ UFUNCTION(BlueprintCallable, Category="Game|Player") float GetInputAnalogKeyState(FKey Key) const; /** Returns the vector value for the given key/button. */ UFUNCTION(BlueprintCallable, Category="Game|Player") FVector GetInputVectorKeyState(FKey Key) const; /** Retrieves the X and Y screen coordinates of the specified touch key. Returns false if the touch index is not down */ UFUNCTION(BlueprintCallable, Category="Game|Player") void GetInputTouchState(ETouchIndex::Type FingerIndex, float& LocationX, float& LocationY, bool& bIsCurrentlyPressed) const; /** Retrieves the current motion state of the player's input device */ UFUNCTION(BlueprintCallable, Category="Game|Player") void GetInputMotionState(FVector& Tilt, FVector& RotationRate, FVector& Gravity, FVector& Acceleration) const; /** Retrieves the X and Y screen coordinates of the mouse cursor. Returns false if there is no associated mouse device */ UFUNCTION(BlueprintCallable, Category="Game|Player") bool GetMousePosition(float& LocationX, float& LocationY) const; /** Returns how long the given key/button has been down. Returns 0 if it's up or it just went down this frame. */ UFUNCTION(BlueprintCallable, Category="Game|Player") float GetInputKeyTimeDown(FKey Key) const; /** Retrieves how far the mouse moved this frame. */ UFUNCTION(BlueprintCallable, Category="Game|Player") void GetInputMouseDelta(float& DeltaX, float& DeltaY) const; /** Retrieves the X and Y displacement of the given analog stick. */ UFUNCTION(BlueprintCallable, Category="Game|Player") void GetInputAnalogStickState(EControllerAnalogStick::Type WhichStick, float& StickX, float& StickY) const;