Map keyboard, controller, or mouse inputs to a 'friendly name' that will later be bound to continuous game behavior, such as movement.
The end effect is that pressing (and/or releasing) a key, mouse button, or keypad button directly triggers some game behavior. Map a discrete button or key press to a 'friendly name' that will later be bound to event-driven behavior. The hardware input definitions used in both ActionMappings and AxisMappings are established in InputCoreTypes. The other, FInputAxisKeyMapping, defines an AxisMapping. The first, FInputActionKeyMapping, defines an ActionMapping. Two structs areĭefined within PlayerInput. PlayerInput is a UObject within the PlayerController class that manages player input. Specialized input devices that don't conform to standard axis or button indices, or that have unusual input ranges, can be configured manually by using the RawInput Plugin.
It most commonly includes key presses, mouse clicks or mouse movement, and controller button presses or joystick movement. Hardware input from a player is very straightforward. For an example of setting up Input, refer to the Setting Up Inputs documentation.