Hello, I would like to use an input binding of the gamepad into a C++ actor class (designed for lift purpose).
At the moment, I have the following test in my C++ LiftActor class:
if (PlayerController->WasInputKeyJustPressed(EKeys::F))
I’ve defined several bindings in Project Settings/Input, and I now have the “Action” input mapped to F key and “Gamepad Face button bottom”.
If I use a blueprint, I can easily get my “Input Action” event, but to get this event in my C++ code. How can I do that ?
Thanks for any help.