-
- bwillms_BHVR
- Posts: 1
- Joined:
Enhanced Input System Support
Is there any support for the Enhanced Input System that unreal is slowly switching to?
The only mention of input handling for Unreal that I can find is in the Unreal tutorial, and it simply states that the old Input Events are natively supported.
The only mention of input handling for Unreal that I can find is in the Unreal tutorial, and it simply states that the old Input Events are natively supported.
Re: Enhanced Input System Support
Hello,
Right now we also have an EnhancedInputActionTrigger, which works in a similar fashion to the old school InputAction trigger you mention. It works on UE5.0 right now, and will work on UE5.1 too when Noesis SDK 3.2 is released next week. We still need to add the documentation for it.
We're also adding support to send Key_Gamepad* key events to the View by triggering Enhanced InputActions. With this feature you will be able to remap the keys used for navigation, replacing the hardcoded mapping to certain Unreal controller key codes that we have right now. This will also work on UE5.0+.
Is there anything else you would like to use EnhancedInput for?
Right now we also have an EnhancedInputActionTrigger, which works in a similar fashion to the old school InputAction trigger you mention. It works on UE5.0 right now, and will work on UE5.1 too when Noesis SDK 3.2 is released next week. We still need to add the documentation for it.
We're also adding support to send Key_Gamepad* key events to the View by triggering Enhanced InputActions. With this feature you will be able to remap the keys used for navigation, replacing the hardcoded mapping to certain Unreal controller key codes that we have right now. This will also work on UE5.0+.
Is there anything else you would like to use EnhancedInput for?
Who is online
Users browsing this forum: Bing [Bot] and 7 guests