Input Component
The input component forwards input from an action-map context or a legacy input set through the plMsgInputActionTriggered event message.
Set Input Context to use the player's action map. Leave it empty to use Input Set, configured through the legacy project settings.
Deactivating Input Notifications
You may have many objects in a scene that the player can take control of. Each object would have its own input component to route input into its scripts. However, every object is only interested to receive input notification messages, while it is actually controlled by the player. At other times it would be wasteful to still receive input notifications, only to ignore them.
Therefore an object should deactivate its input component when the player is not controlling it.
Input Notification Message
The message plMsgInputActionTriggered identifies the action and carries TriggerState and KeyPressValue. Action maps additionally provide Value (vec3), Triggered and TriggerPhase. Check Triggered when responding to a Hold, Tap or DoubleTap condition, because actuation and trigger completion are distinct. A message is also sent on a frame when the action's trigger fires.
Component Properties
InputSet: The name of the input set to use. All input actions that are part of this input set will be forwarded as messages.InputContext: An action-map context. When set, it takes precedence overInputSet.Player: The action-map player index, default 0.Granularity: Configures whether the component sends messages only for certain state changes, or also continuously while a button is held down.ForwardToBlackboard: Stores action values in a nearby blackboard on the owner or a parent. Action maps write a float for Button and Axis1D, vec2 for Axis2D and vec3 for Axis3D. Legacy sets write a float. Entries use the action names.