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How do I read input axes from C++?

How can I read input axes from C++ code without setting up events? In Blueprint I can just read the axis values with the Get Axisname node, however I'm not able to get these values with the C++ API.

Any of the following lines I tried always return 0 in both a APawn and a APlayerController inheritance.

 InputComponent->GetAxisValue(TEXT("Accelerate"));
 GetInputAxisValue(TEXT("Accelerate"));
 InputComponent->GetAxisKeyValue(TEXT("W"));
 GetInputAxisKeyValue(TEXT("W"));

Accelerate is set up as an AxisMapping in the project settings with W and S with scales of 1.0 respective -1.0. Auto Receive Input is set to Player 0 in the Blueprint instance of the actor.

What do I have to do to be able to read input axes, preferably from a PlayerController?

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asked Nov 24 '14 at 06:16 PM in C++ Programming

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SmittyJ
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2 answers: sort voted first

It is actually possible, you have to bind, but you can get the input in Tick, if you use InputComponent->GetAxisValue(TEXT("Accelerate"));, you need to put InputComponent->BindAxis(TEXT("Accelerate")); in your SetupInputComponent, so it registers that axis value so you can read it.

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answered Nov 25 '14 at 04:52 PM

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0xAFBF
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avatar image huulong Sep 12 '16 at 08:09 PM

Yes, this is explained in the API for the 1st overload of BindAxis here. If you followed programming tutorials, you probably know the 2nd overload, with delegate functions.

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Hey guys,

Unfortunately you can just get key from InputComponent without key binding. If I correctly understand you, you want to do something like this:

 // PlayerInput exist in PlayerController
 if (PlayerInput)
 {
     float BValue = PlayerInput->GetKeyValue(EKeys::B);
     // to do smth
 }

Best regards, Gleb

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answered Nov 25 '14 at 04:44 PM

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Gleb.Bulgakov
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