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    Question about the UDKInput.ini file.

    Hey,

    1. Make sure that you have the February 2011 UDK installation.
    2. Open C:\UDK\UDK-2011-02\UDKGame\Config\UDKInput.ini .

    Now look for example at this entry:
    Bindings=(Name="A",Command="GBA_StrafeLeft")
    So this means that the engine knows that when the A button is pressed on the keyboard,that the GBA_StrafeLeft command must be executed.

    Now search for this entry:
    Bindings=(Name="LeftMouseButton",Command="GBA_Fire ")
    This means that the engine knows that when the LeftMouseButton is pressed,then the GBA_Fire command must be executed so it can fire the weapon of the player.

    Now,those type of things are easy to read, "A" and "LeftMouseButton" and things like that.

    But there is a problem now,because I do not know how mouse movement is handled or read from this UDKInput.ini file.

    Example:
    Let's say that I move my mouse to the left or right or up or down ?
    How is that read from the UDKInput.ini file ?

    #2
    From BaseInput.ini (engine config):

    Code:
    Bindings=(Name="MouseX",Command="Count bXAxis | Axis aMouseX")
    Bindings=(Name="MouseY",Command="Count bYAxis | Axis aMouseY")
    Same can be found in UDKInput.ini.

    Then these variables can be found in Engine.PlayerInput:

    Code:
    var input			float		aMouseX;
    var input			float		aMouseY;
    UDN on variable specifiers:

    input
    Advanced. Makes the variable accessible to Unreal's input system, so that input (such as button presses and joystick movements) can be directly mapped onto it. Only relevent with variables of type "byte" and "float".
    More related stuff (mouse smoothing, etc.) can be found in PlayerInput.uc.

    Not 100% certain, but I think there is native interface code beyond UnrealScript that reads input from a player (be it a keyboard, mouse or a controller), matches it to the input .ini-file bindings and sends the results to UnrealScript (the input classes).

    Hopefully this was of even some use to you.

    EDIT: Not sure how to get that mouse input to Kismet, if you were wondering about that (as this is in the level development section)...

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      #3
      Bindings=(Name="MouseX",Command="Count bXAxis | Axis aMouseX")
      Bindings=(Name="MouseY",Command="Count bYAxis | Axis aMouseY")
      Yes,but that is just the "MouseX" and "MouseY".
      But where in the UDKInput.ini file can you see how/where the mouse is moved in the positive x-axis or negative x-axis or positive y-axis or negative y-axis ?
      Where are the bindings for that ?

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        #4
        What is the name binding for the middle mouse button ?
        And how do you see if a button is pressed or released or pressed once ?

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