Skip to content
Media 0 for listing Enhanced Input Sequence

Description

ENHANCED INPUT SEQUENCE

TUTORIAL

EXAMPLE/SOURCE CODE

DONATE👍

Enhanced Input Sequence allows user to manually setup Input Combos for action games. You can create all assets provided by this plugin via opening Content Browser context menu (with Right Mouse Button) and navigating to Misc category. See plugin Content folder to check Example project.

[IMPORTANT]

Recently we have published new plugin that allows user to automatically setup Input Combos for action games. Check it HERE

SUPPORT/FEEDBACK

CHECK OTHER PLUGINS BY US:

_____________________________________________________________________________________________

TECHNICAL NOTES

1) INPUT SEQUENCE

Input Sequence - is main asset class which contains graph for setting up Input Action sequences. It is configured with Graph Editor to edit nodes and links between them and with Property Editor to edit asset and nodes properties. All basic operations for nodes and all basic operations for properties are supported and can be executed in a similar way as it goes with any other Blueprint Editor. By default Input Sequence always has Entry node which defines entry point for all Input Action sequences to process with this asset.

[IMPORTANT]

Dont forget to set World for Input Sequence asset (see SetWorldContext method). Input Sequence Events within each one of node's collections (Enter Events, Pass Events or Reset Events) will be using this context when operating with world contexted nodes like Get Player Pawn, etc.

PROPERTIES:

  • [Reset Time] - Time interval after which any node will be reset (global, can be overriden on any node), zero value (0) means node will not be reset by time

  • [Step When Game Paused] - If true, active nodes will continue to step even if Game is paused (see OnInput method)

  • [Tick When Game Paused] - If true, active nodes will continue to tick even if Game is paused (see OnInput method)

2) NODES

There are two classes of nodes:

  • FLOW nodes used to define flow

  • INPUT nodes used to process input

Nodes can be entered, passed and reset.

Entry node [FLOW node]

Entry node defines entry point for all Input Action sequences to process with this asset. It is created by default and can not be copied, duplicated or removed. This node has no properties.

Hub node [FLOW node]

Hub node transmits signal on input pin to all output pins, allowing to have many Input Action sequences to process in one Input Sequence asset. Output pins can be added via "Plus" button at the bottom of each node and can be removed with "Cross" button for each output pin added. This node has no properties.

Input node [INPUT node]

Input node is used to configure list of Input Actions and Trigger Events for them to check. Input Action entries can be added via "Plus" button at the bottom of each node and can be removed with "Cross" button for each Input Action entry added.

PROPERTIES:

  • [Enter Events] - Collection of Input Sequence Events to execute when node is entered

  • [Pass Events] - Collection of Input Sequence Events to execute when node is passed

  • [Reset Events] - Collection of Input Sequence Events to execute when node is reset

  • [Request key] - Request Key (used to identify context in Event Requests and Reset Requests)

  • [Require Strong Match] - If true, node will be reset by any Input Action that is not listed

  • [Reset Time] - Time interval after which this node will be reset (overrides global value), zero value (0) means node will not be reset by time

Reset node [Flow node]

Reset node requests reset of all active nodes.

PROPERTIES:

  • [Request key] - Request Key (used to identify context in Event Requests and Reset Requests)

3) INPUT ACTION ENTRIES

Input Action entries can be added via "Plus" button at the bottom of each node and can be removed with "Cross" button for each Input Action entry added.

Simple rules for entries:

  • Node is passed if ALL entries on it are passed

  • Node can be reset if ANY entry on it is reset OR if node has [Require Strong Match] set to true and any Input Action that is not listed is met OR node is reset by [Reset Time]

  • Entry is passed if corresponding Input Action is met with corresponding Trigger Event and [Wait Time] condition is met

  • Entry can be reset if it is using Strong mode (~) or Precise mode (!) and required Trigger Event is not met or if [Wait Time] condition is not met

  • External Reset Request will reset all active nodes of Input Sequence (see RequestReset method)

  • Every Reset node will reset all active nodes of Input Sequence when it is entered

On each entry two main settings can be changed:

  • [S T C] - selector to choose Trigger Event, that will be waited to pass this entry. Three values for it are - S (Started), T (Triggered), C (Completed). Active value is colored with green color. Along with simple switching between those values, clicking on active value more will give two special modes - Strong mode (~) and Precise mode (!). Strong mode (~) means that any other Trigger Event will reset this entry. Precise mode (!) means that any other Trigger Event or none of any will reset this entry

  • [Wait Time] - Time interval of continious check after which this entry can be passed

4) INPUT ACTION EVENTS

Input Sequence Event Base - is abstract blueprintable class that is supposed to be parent class for C++ or BP child classes. It should be used to configure custom logic when entering, passing and resetting nodes. The main process is like:

  • Create child class and override Execute method to setup custom logic

  • Instanciate event of creatded child class within one of node's collections (Enter Events, Pass Events or Reset Events)

  • Setup properties on instanced event

5) INPUT ACTION REQUEST KEY

Input Action Request Key - is simple asset class without any properties. It should be used simply to identify context in Event and Reset Requests. For example, that can be useful when one of two Reset nodes was entered triggering reset and it is important to identify if that was first Reset node or other. The same usage goes with Input nodes.

Included formats

  • logo of Unreal Engine format