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;