Is this in?
I currently have a ‘global action map’ that contains keys to switch between different control types:
- rotate camera
- rotate what you’re looking at
- move what you’re looking at
but when i change the ActionMapSlot that’s on the PlayerInput instance to active it doesn’t seem to actually work (i’ve tested this by setting it at startup and it works fine)
What am I missing?
Okay, nevermind - this does work but here’s how it works:
on the PlayerInput instance you have a list of ActionMapSlots for your actual action maps, but when that PlayerInput instance boots up it has a PlayerHandle instance which containst the actual ActionMapInput(s) that need to be active. So if you need to change things at run time - don’t worry about the ActionMapSlots, do it on the ActionMapInputs
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