Adds explanation for input triggers. authored by Kris Tabea Helwig's avatar Kris Tabea Helwig
......@@ -70,6 +70,10 @@ Then, you need to bind your InputAction to a button by creating your own InputMa
![grafik](uploads/4e1171f6dd7d6b12897d5a8018f3cc7d/grafik.png)
The default `InputMappingContexts` included in the toolkit use the default trigger behavior. This means that the `triggered`-callback is called every frame for as long as the button has a non-zero value. To only catch the beginning/end of a button press use `Started`/`Completed` instead or copy the `InputMappingContext` and set a trigger behavior that better suits your use case.
![grafik](uploads/b09d68ef99144e8dd0ffcf8944f752d8/grafik.png)
# Movement
All movement components are C++ derived blueprint components, which can be added to the `ARWTHVRPawn`. The blueprints itself can be found in `Components/Movement`. In the movement folder are two InputMappingContexts(IMCs) for either the left or right hand (which can be switched by (un-)ticking ``Move with Right Hand``). If you want to change the button mappings, you can adjust the respective IMC (best make a copy of them into your project first).
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