Setup input mapping in player controller
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@ -5,16 +5,32 @@
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// FF includes
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#include "FFInputBufferComponent.h"
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// UE includes
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#include "EnhancedInputSubsystems.h"
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AFFPlayerController::AFFPlayerController()
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{
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InputBuffer = CreateDefaultSubobject<UFFInputBufferComponent>(TEXT("InputBuffer"));
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}
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void AFFPlayerController::SendInputsToRemote() const
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{
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}
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void AFFPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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if (ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(Player))
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{
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if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>())
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{
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if (!DefaultInputMapping.IsNull())
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{
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InputSystem->AddMappingContext(DefaultInputMapping.LoadSynchronous(), 0);
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}
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}
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}
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}
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@ -2,9 +2,13 @@
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#pragma once
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// FF includes
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#include "FFInputBufferComponent.h"
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// UE includes
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "InputMappingContext.h"
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#include "FFPlayerController.generated.h"
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@ -23,7 +27,7 @@ public:
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/**
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* Sends all unacknowledged inputs to the remote
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*/
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void SendInputsToRemote() const;
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virtual void SendInputsToRemote() const;
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// APlayerController interface
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virtual void SetupInputComponent() override;
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@ -32,7 +36,7 @@ public:
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protected:
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/** MappingContext */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UFF|Input", meta = (AllowPrivateAccess = "true"))
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class UInputMappingContext* DefaultMappingContext;
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TSoftObjectPtr<UInputMappingContext> DefaultInputMapping;
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/** Input Buffer component */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "UFF|Input", meta = (AllowPrivateAccess = "true"))
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