Input - barsandcat/HMS-Sunflower GitHub Wiki
https://www.exportgeometry.com/blog/input-routing-deep-dive https://dev.epicgames.com/documentation/en-us/unreal-engine/input-fundamentals-for-commonui-in-unreal-engine https://youtu.be/80flMwKhhcY?si=AkIoHFNwJ7vFGO7h&t=1260 https://youtu.be/17nARa4jruc?si=qtvZRVdY-uE6d9vc
OS -> Slate -> Viewport|CommonUI -> PlayerController -> EnchancedInput.
Functionality:
- Mapping - allow for user to remap keys
- Gamepad support - creates interface between game and input - input actions, that can be mapped not only to different keys, but to different input devices
- Modifiers
- Multiple stages of key - on press, on release, on trigger
- Gamepad support for UMG
- Interface between UI and input in form of actions - that can be mapped to different devices
- Focus functionality - select widget, auto focus, restore focus
- Route input to the focused widget
- Bind gamepad keys to the widgets
- Stacks for widgets with animations of appear/disappear
- Async widget creation and widget pool
- Styles
- You can bridge enhanced input actions into CommonUI actions
Current problem - I have part browser menu that covers entire screen with canvas. This canvas looks like eats mouse clicks, and that is why my player controller does not receive action bound to mouse click.
I can customize how widget handles input in common ui:
- FReply
- FUIInputConfig