Enhanced Input: Difference between revisions

From PSwiki
Jump to navigation Jump to search
Created page with " 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, flo..."
 
No edit summary
 
Line 31: Line 31:
  LaunchWindowsStartup(HINSTANCE__ *, HINSTANCE__ *, char *, int, const wchar_t *) LaunchWindows.cpp:247
  LaunchWindowsStartup(HINSTANCE__ *, HINSTANCE__ *, char *, int, const wchar_t *) LaunchWindows.cpp:247
  WinMain(HINSTANCE__ *, HINSTANCE__ *, char *, int) LaunchWindows.cpp:298
  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.

Latest revision as of 17:20, 12 February 2025

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.