์บ๋ฆญํฐ๊ฐ ์์ง์ด์ง ์์ต๋๋ค.
์์ง์ด์ง ์๋ ๋ฌธ์ ๋ ๋ค์๊ณผ ๊ฐ์ด ํ์๋ฉด ํด๊ฒฐ ํ์ค ์ ์์ต๋๋ค.PlayerController.h์ ๋ค์ ์ฝ๋ ์ถ๊ฐpublic: virtual void BeginPlay() override; protected: UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr DefaultMappingContext; PlayerController.cpp ์ถ๊ฐ#include "EnhancedInputSubsystems.h" void ABPlayerController::BeginPlay() { Super::BeginPlay(); if (ULocalPlayer* LP = GetLocalPlayer()) { if (UEnhancedInputLocalPlayerSubsystem* Subsystem = LP->GetSubsystem()) { if (DefaultMappingContext) { Subsystem->AddMappingContext(DefaultMappingContext, 0); } } } }๊ทธ๋ฆฌ๊ณ ์๋ก ๋ง๋ PlayerController C++ ํด๋์ค๋ก BluePrinter๋ก ํ๋ ๋ง๋ค์ด์ - - DefaultMappingContext์ IMC_Default๋ก ์ง์ ๊ทธ ํ GameMode๋ก BP๋ฅผ ์ฌ์ฉํ๋๋ก ์ง์ ํ๋ฉด ์บ๋ฆญํฐ๊ฐ ์์ง์ด๊ฒ ๋ฉ๋๋ค.static ConstructorHelpers::FClassFinder PCRef( TEXT("/Game/Blueprints/Controllers/BP_ABPlayerController.BP_ABPlayerController_C")); if (PCRef.Class) { PlayerControllerClass = PCRef.Class; }