System Overview
Generic Input System(GIPS) is a further enhancement of the EnhancedInput module of Unreal Engine.
This plugin provides a simple and reusable way to respond to input events of EnhancedInput, and a set of mechanisms for more flexible management and use of input in games.
It supports development in both Blueprints and C++.
Make sure you have a basic understanding of GameplayTags and EnhancedInput before using the input system, this system just provides a more flexible and powerful way of using them.
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Support: Discord
This plugin is part of Generic Combat System. Don't buy this one if you have it.
Key Features
- Fully support the EnhancedInput system, simplifying the process and workload required for processing inputs.
- Provides an InputSystemComponent for input setup and management.
- Offers a series of built-in InputProcessors to handle common game inputs such as movement and camera control. It also provides a simple API for creating custom input processors based on your needs.
- Features an animation-based input buffer system, allowing you to save your input at any point during animation playback and trigger it at the appropriate moment.
- Configuring and managing inputs in the form of InputTags greatly simplifies the complexity of development by allowing the use of GameplayTags to handle the determination of input logic (like GAS) without having to write a lot of If/Else statements.
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Technical details
Code Modules:
- GenericInputSystem(Runtime)
Number of Blueprints: 10+ (Resuable input processors, sample content etc.)
Number of C++ Classes: 10
Network Replicated: Yes
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64,Android,Linux
Important/Additional Notes: Learn more about my product here.
Reduce Copy-Pasting
Before using the input system:
After using the input system:
No need to repeatedly copy-paste the same type of input code.
Hail OCD!
Simplify Logic Determination
If you're making a combat system, you don't need to write a bunch of If/Else to determine if you can jump during a normal attack, and you don't need to determine if you're using a ground attack or an air attack when you jump. You can migrate some of that complexity to the input level to reduce the complexity of subsequent systems.
You need to use my input system, like this:
The more complex and challenging the task, the more significant the effect of using the generic input system.