Implemented Sensitivity Settings for Devs

This commit is contained in:
Rafal Swierczek 2024-01-20 14:21:46 +00:00
parent a84391c377
commit 542b09012b
3 changed files with 7 additions and 4 deletions

View File

@ -633,8 +633,8 @@ void AEndlessVendettaCharacter::Look(const FInputActionValue& Value)
if (Controller != nullptr) if (Controller != nullptr)
{ {
// add yaw and pitch input to controller // add yaw and pitch input to controller
AddControllerYawInput(LookAxisVector.X); AddControllerYawInput(LookAxisVector.X * MouseSens);
AddControllerPitchInput(LookAxisVector.Y); AddControllerPitchInput(LookAxisVector.Y * MouseSens);
} }
} }

View File

@ -80,6 +80,9 @@ private:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputAction* SprintAction; UInputAction* SprintAction;
UPROPERTY(EditAnywhere, Category = "Sensitivity")
float MouseSens = 1;
public: public:
AEndlessVendettaCharacter(); AEndlessVendettaCharacter();