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There is no input manager in UDK,how is keyboard and mouse and joystick handled ?

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    There is no input manager in UDK,how is keyboard and mouse and joystick handled ?

    UDK does not have an input manager,then how is keyboard and mouse and joystick input handled ?
    I also haven't seen any node in Kismet which has to do with keyboard,mouse,and joystick input.
    Then how are all of those things done in UDK ?

    #2
    Is it not handled through DefaultInput.ini

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      #3
      There's a class called input with various subclasses. This is not handled in kismet.

      Kismet is for map-level logic only. It's not for programming games.

      Comment


        #4
        There's a class called input with various subclasses.
        Is that class somewhere hidden in the Actor Classes browser ?

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          #5
          Here's how I accessed keyboard input thru Kismet. This example is the spacebar...

          Edit DefaultInput.ini -- make sure your changes are in the "Game Keyboard/Mouse Bindings" section, then change from this:
          .Bindings=(Name="SpaceBar",Command="GBA_Jump")
          to this:
          .Bindings=(Name="SpaceBar",Command="GBA_Jump | CauseEvent Jump | OnRelease CauseEvent JumpStop")

          Shut down & restart UDK Editor if you had it open to re-read the ini file we just edited. Open Kismet and add two console events. In one console event set Console Event Name to Jump, and in the other set Console Event Name to JumpStop.

          That allowed keyboard presses and releases to trigger Kismet via console events...

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            #6
            Originally posted by Jason Amstrad View Post
            Is that class somewhere hidden in the Actor Classes browser ?
            It's somewhere in Development\Src folder.

            Comment


              #7
              Originally posted by jasonh View Post
              Here's how I accessed keyboard input thru Kismet. This example is the spacebar...

              Edit DefaultInput.ini -- make sure your changes are in the "Game Keyboard/Mouse Bindings" section, then change from this:
              .Bindings=(Name="SpaceBar",Command="GBA_Jump")
              to this:
              .Bindings=(Name="SpaceBar",Command="GBA_Jump | CauseEvent Jump | OnRelease CauseEvent JumpStop")

              Shut down & restart UDK Editor if you had it open to re-read the ini file we just edited. Open Kismet and add two console events. In one console event set Console Event Name to Jump, and in the other set Console Event Name to JumpStop.

              That allowed keyboard presses and releases to trigger Kismet via console events...
              Smart workaround!

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