I wrote my own Input Component. I am now trying to figure out how to set it up so my controller will use my custom input component rather than it’s inherited one.
void APlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
check(InputComponent);
if (!CharacterInputComponent)
{
CharacterInputComponent = NewObject<UCharacterInputComponent>(this);
CharacterInputComponent->RegisterComponent();
CharacterInputComponent->bBlockInput = false;
CharacterInputComponent->Priority = 0;
if (UInputDelegateBinding::SupportsInputDelegate(GetClass()))
{
UInputDelegateBinding::BindInputDelegates(GetClass(), CharacterInputComponent);
}
}
}
I am currently trying this way but the custom input component never seems to get activated.