ULimenInputBindingsLocalPlayerSubsystem
Overview
The ULimenInputBindingsLocalPlayerSubsystem class extends ULocalPlayerSubsystem to handle input bindings specifically for pawns and player controllers. It manages mapping contexts for pawn and player controller inputs, updating bindings when necessary.
Properties
Type | Name | Access | Description |
|---|---|---|---|
int32 | PawnMappingContextPriority | Protected | Priority level for the pawn mapping context. |
int32 | PlayerControllerMappingContextPriority | Protected | Priority level for the player controller mapping context. |
Functions
Return Type | Signature | Description |
|---|---|---|
void |
| Called when the player controller changes. Updates bindings accordingly. |
void |
| Adds the pawn input mapping context to the enhanced input subsystem. |
void |
| Removes the pawn input mapping context from the enhanced input subsystem. |
void |
| Updates the controller bindings based on the current player controller and its possessed pawn. |
UFUNCTION() |
| Handles updates to key bindings by requesting a rebuild of control mappings. |
UFUNCTION() |
| Notifies when the player gains possession of a new pawn, updating input bindings accordingly. |
UFUNCTION() |
| Handles changes in the possessed pawn by notifying about the new pawn. |
Usage & Implementation Notes
Threading Constraints: This subsystem operates on the game thread.
Replication Requirements: None.
Memory Lifetime Management: The subsystem manages weak pointers to player controllers and pawns, ensuring that it does not hold strong references to objects that may be destroyed.
Initialization Dependencies: Depends on
UEnhancedInputLocalPlayerSubsystemandULimenKeyBindSubsystem.