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)) {
-- 
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