Enhanced Input
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APlaneshiftPlayerControllerBase::ForwardMovementAction(const FInputActionValue &) PlaneshiftPlayerControllerBase.cpp:2144 UFunction::Invoke(UObject *, FFrame &, void *const) Class.cpp:6847 UObject::ProcessEvent(UFunction *, void *) ScriptCore.cpp:2142 AActor::ProcessEvent(UFunction *, void *) Actor.cpp:1092 TScriptDelegate::ProcessDelegate<…>(void *) ScriptDelegates.h:447 [Inlined] FEnhancedInputActionHandlerDynamicSignature::Execute(FInputActionValue, float, float, const UInputAction *) EnhancedInputComponent.h:23 [Inlined] TEnhancedInputUnifiedDelegate::Execute(FInputActionValue, float, float, const UInputAction *) EnhancedInputComponent.h:119 FEnhancedInputActionEventDelegateBinding::Execute(const FInputActionInstance &) EnhancedInputComponent.h:321 UEnhancedPlayerInput::EvaluateInputDelegates(const TArray<…> &, const float, const bool, const TArray<…> &) EnhancedPlayerInput.cpp:630 UPlayerInput::ProcessInputStack(const TArray<…> &, const float, const bool) PlayerInput.cpp:1147 APlayerController::ProcessPlayerInput(const float, const bool) PlayerController.cpp:2738 APlayerController::TickPlayerInput(const float, const bool) PlayerController.cpp:5034 APlayerController::PlayerTick(float) PlayerController.cpp:2340 APlayerController::TickActor(float, ELevelTick, FActorTickFunction &) PlayerController.cpp:5194 FActorTickFunction::ExecuteTick(float, ELevelTick, Type, const TRefCountPtr<…> &) Actor.cpp:238 FTickFunctionTask::DoTask(Type, const TRefCountPtr<…> &) TickTaskManager.cpp:275 TGraphTask::ExecuteTask(TArray<…> &, Type, bool) TaskGraphInterfaces.h:1235 [Inlined] FBaseGraphTask::Execute(TArray<…> &, Type, bool) TaskGraphInterfaces.h:840 FNamedTaskThread::ProcessTasksNamedThread(int, bool) TaskGraph.cpp:760 FNamedTaskThread::ProcessTasksUntilQuit(int) TaskGraph.cpp:650 [Inlined] FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(Type) TaskGraph.cpp:2068 FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(const TArray<…> &, Type) TaskGraph.cpp:2122 FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool) TickTaskManager.cpp:555 FTickTaskManager::RunTickGroup(ETickingGroup, bool) TickTaskManager.cpp:1582 UWorld::RunTickGroup(ETickingGroup, bool) LevelTick.cpp:771 UWorld::Tick(ELevelTick, float) LevelTick.cpp:1499 UGameEngine::Tick(float, bool) GameEngine.cpp:1782 FEngineLoop::Tick() LaunchEngineLoop.cpp:5915 [Inlined] EngineTick() Launch.cpp:61 GuardedMain(const wchar_t *) Launch.cpp:182 LaunchWindowsStartup(HINSTANCE__ *, HINSTANCE__ *, char *, int, const wchar_t *) LaunchWindows.cpp:247 WinMain(HINSTANCE__ *, HINSTANCE__ *, char *, int) LaunchWindows.cpp:298
I debugged it by adding this to UEnhancedPlayerInput::EvaluateInputDelegates() , EnhancedPlayerInput.cpp:558:
// Trigger bound event delegates static TArray<TUniquePtr<FEnhancedInputActionEventBinding>> TriggeredDelegates; for (const TUniquePtr<FEnhancedInputActionEventBinding>& Binding : IC->GetActionEventBindings()) { if (Binding->GetAction() && Binding->GetAction()->GetFName().ToString()=="ForwardMovementAction") { UE_LOG(LogTemp,Log,TEXT("Binding action: %s %s"),*Binding->GetAction()->GetFName().ToString(), *Binding->GetAction()->ActionDescription.ToString()); } ...
This will show all bound input, if you don't see yours then means the player input is disabled or it's not registered/bound.