From c208932d74ebb466acdc26bfd4bebb748545867c Mon Sep 17 00:00:00 2001 From: Sebastian Pape <Sebastian.Pape@rwth-aachen.de> Date: Tue, 6 Aug 2019 10:45:00 +0200 Subject: [PATCH] Altered input buttons to test which binding method is the right one --- Source/CAVEOverlay/Private/CAVEOverlayController.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Source/CAVEOverlay/Private/CAVEOverlayController.cpp b/Source/CAVEOverlay/Private/CAVEOverlayController.cpp index 312f084..152b71d 100644 --- a/Source/CAVEOverlay/Private/CAVEOverlayController.cpp +++ b/Source/CAVEOverlay/Private/CAVEOverlayController.cpp @@ -156,8 +156,10 @@ void ACAVEOverlayController::BeginPlay() if (!display_cluster_mode_) return; // Not our business //Actor config - InputComponent->BindAction("Action1", EInputEvent::IE_Pressed, this, &ACAVEOverlayController::CycleDoorType); + InputComponent->BindAction("nDisplayButton4", EInputEvent::IE_Pressed, this, &ACAVEOverlayController::CycleDoorType); + InputComponent->BindAction("Action3", EInputEvent::IE_Pressed, this, &ACAVEOverlayController::CycleDoorType); InputComponent->BindKey(EKeys::F10, EInputEvent::IE_Pressed, this, &ACAVEOverlayController::CycleDoorType); + InputComponent->BindKey(FKey("nDisplayButton2"), EInputEvent::IE_Pressed, this, &ACAVEOverlayController::CycleDoorType); //Determine the screentype for later usage if (IDisplayCluster::Get().GetClusterMgr()->GetNodeId().Equals(screen_main, ESearchCase::IgnoreCase)) { -- GitLab