Input Action Mappings and Multiple Programmers
- Abbie Hipwell
- Apr 6, 2022
- 1 min read
Updated: Jun 15, 2022
Before I started working on any mechanics, I began looking into ways to organise code for multiple programmers; I began looking into Input Action Mappings in particular. These are used in Unreal and allow the coder to bind multiple keys or inputs to the same action within a single binding. For example, Sprint can have multiple inputs which are also set in one go, such as shift and gamepad left trigger. This feature can be found under the Input tab in Project Settings.
Although this is a very simple concept to use and understand, it is essential in optimising and organising the code in the best way for multiple programmers to use. Rather than having multiple input nodes for a simple mechanic such as sprint, this can be set in the action mappings tab - saving space within the code and time for the programmer.
It can be hard for multiple programmers to navigate through one another's code, especially when they are working on completely different mechanics. One way to make this easier is to use input actions, another is to comment and create nodes about code. Once a blueprint has been finalised it is beneficial to write short comments explaining what certain nodes are used for and any code, but for yourself and other programmers.
Since multiple programmers will be working on this project together it is important to keep these in mind and find the best way to work on blueprints together.

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