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Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitySet.h |
Include |
#include "GameplayAbilitySet.h" |
namespace EGameplayAbilityInputBinds
{
enum Type
{
Ability1,
Ability2,
Ability3,
Ability4,
Ability5,
Ability6,
Ability7,
Ability8,
Ability9,
}
}
Name |
Description |
---|---|
Ability1 |
|
Ability2 |
|
Ability3 |
|
Ability4 |
|
Ability5 |
|
Ability6 |
|
Ability7 |
|
Ability8 |
|
Ability9 |
This is an example input binding enum for GameplayAbilities. Your project may want to create its own. The MetaData default bind keys (LMB, RMB, Q, E, etc) are a convenience for designers setting up abilities sets or whatever other data you have that gives an ability with a default key binding. Actual key binding is up to DefaultInput.ini
E.g., "Ability1" is the command string that is bound to AbilitySystemComponent::ActivateAbility(1). The Meta data only suggests that you are binding "Ability1" to LMB by default in your projects DefaultInput.ini.