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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.
| Name | EGameplayAbilityInputBinds::Type |
| Type | enum |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitySet.h |
| Include Path | #include "GameplayAbilitySet.h" |
Syntax
namespace EGameplayAbilityInputBinds
{
enum Type
{
Ability1,
Ability2,
Ability3,
Ability4,
Ability5,
Ability6,
Ability7,
Ability8,
Ability9,
}
}
Values
| Name | Remarks |
|---|---|
| Ability1 | |
| Ability2 | |
| Ability3 | |
| Ability4 | |
| Ability5 | |
| Ability6 | |
| Ability7 | |
| Ability8 | |
| Ability9 |