Files
UnrealEngineUWP/Engine/Plugins/EnhancedInput/EnhancedInput.uplugin
ben hoffman 5d2571bb36 Use the widgets InputComponent instead of the player controllers when binding input events to it. This resolves an issue where widgets would always be binding inputs in enhanced input, but never actually unbinding them because the player controller input component was not being destroyed.
In order to use Enhanced Input event nodes in a widget, you must set the bAutomaticallyRegisterInputOnConstruction value to true on your widget. If you do not, then you will receive BP compilation errors.

You can use the "enhancedInput.bp.ShouldValidateWidgetBlueprintSettings" cvar to disable the BP errors if desired.

#jira UE-188341
#rb daren.cheng, jodon.karlik

[CL 35418859 by ben hoffman in ue5-main branch]
2024-08-09 07:32:52 -04:00

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{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "Enhanced Input",
"Description": "Input handling that allows for contextual and dynamic mappings.",
"Category": "Input",
"CreatedBy": "Epic Games, Inc.",
"CreatedByURL": "https://epicgames.com",
"DocsURL": "https://docs.unrealengine.com/en-US/enhanced-input-in-unreal-engine/",
"MarketplaceURL": "",
"SupportURL": "",
"EnabledByDefault": true,
"CanContainContent": false,
"IsBetaVersion": false,
"Installed": false,
"Modules": [
{
"Name": "EnhancedInput",
"Type": "Runtime",
"LoadingPhase": "PreDefault"
},
{
"Name": "InputBlueprintNodes",
"Type": "UncookedOnly",
"LoadingPhase": "PreDefault"
},
{
"Name": "InputEditor",
"Type": "Editor",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "DataValidation",
"Enabled": true
}
]
}