UGantryExperienceStage_InputMappings
Puts Enhanced Input mapping contexts on every local player while the experience is active.
Use it to give each game mode its own controls: a racing mode's driving keys come with the mode and go when it ends. Players who join later, such as a second split-screen player, get them too. The contexts load first, as a tracked load the loading screen can show.
Contexts are counted per player (see UGantryInputMappingSubsystem). Two experiences that add the same context, such as a game mode and a DLC pack that extends it, do not take it off each other.
The stage adds keys, not behaviour. What an action does stays with your pawn, controller or component.
Properties
| Property | Type | Default | Description |
|---|---|---|---|
Mappings read-only | TArray<FGantryInputMappingStageEntry> | The mapping contexts. |
C++
Public C++ members that Blueprint does not see.
GetStageDisplayName_Implementation
virtual FString
"Input mappings".
BeginStage
virtual void
Loads the contexts, then adds them for every local player.
EndStage
virtual void
Takes them off every player it added them to.
IsDataValid
virtual EDataValidationResult
Checks every entry is complete.