玩家控制器 及 摄像机组件
自定义控制器AMyPlayerCtrler
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 | class AMyPlayerCtrler : public APlayerController
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重写几个方法
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 | virtual void PlayerTick(float DeltaTime) override;
 virtual void SetupInputComponent() override;
 virtual void ProcessPlayerInput(const float DeltaTime, const bool bGamePaused) override;
 
 
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事件绑定的实现部分
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 | void AMyPlayerCtrler::SetupInputComponent(){
 
 Super::SetupInputComponent();
 
 
 &AMyPlayerCtrler::OnSetDestinationPressed);
 InputComponent->BindAction("MouseClick", IE_Released, this, &AMyPlayerCtrler::OnSetDestinationReleased);
 
 
 InputComponent->BindTouch(EInputEvent::IE_Pressed, this, &AMyPlayerCtrler::MoveToTouchLocation);
 InputComponent->BindTouch(EInputEvent::IE_Repeat, this, &AMyPlayerCtrler::MoveToTouchLocation);
 }
 
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2、Editor中绑定上面几个事件
Edit > Project Settings > Input
