UE4 Virtual Reality Input输入配置表导入
[/Script/Engine.InputSettings]
AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MotionController_Left_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MotionController_Left_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MotionController_Left_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MotionController_Right_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MotionController_Right_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MotionController_Right_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
bAltEnterTogglesFullscreen=True
bF11TogglesFullscreen=True
bUseMouseForTouch=False
bEnableMouseSmoothing=True
bEnableFOVScaling=True
FOVScale=0.011110
DoubleClickTime=0.200000
bCaptureMouseOnLaunch=True
DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
bDefaultViewportMouseLock=True
DefaultViewportMouseLockMode=LockOnCapture
ActionMappings=(ActionName="TeleportRight",Key=MotionController_Right_Thumbstick,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
ActionMappings=(ActionName="GrabLeft",Key=MotionController_Left_Trigger,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
ActionMappings=(ActionName="GrabRight",Key=MotionController_Right_Trigger,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
ActionMappings=(ActionName="TeleportLeft",Key=MotionController_Left_Thumbstick,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
ActionMappings=(ActionName="HMDTeleport",Key=Gamepad_FaceButton_Bottom,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
ActionMappings=(ActionName="HMDTeleport",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
ActionMappings=(ActionName="TeleportLeft",Key=MotionController_Left_FaceButton1,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
ActionMappings=(ActionName="TeleportRight",Key=MotionController_Right_FaceButton1,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
AxisMappings=(AxisName="TeleportDirectionUp",Key=Gamepad_LeftY,Scale=1.000000)
AxisMappings=(AxisName="TeleportDirectionRight",Key=Gamepad_LeftX,Scale=1.000000)
AxisMappings=(AxisName="MotionControllerThumbLeft_Y",Key=MotionController_Left_Thumbstick_Y,Scale=-1.000000)
AxisMappings=(AxisName="MotionControllerThumbLeft_X",Key=MotionController_Left_Thumbstick_X,Scale=1.000000)
AxisMappings=(AxisName="MotionControllerThumbRight_Y",Key=MotionController_Right_Thumbstick_Y,Scale=-1.000000)
AxisMappings=(AxisName="MotionControllerThumbRight_X",Key=MotionController_Right_Thumbstick_X,Scale=1.000000)
bAlwaysShowTouchInterface=False
bShowConsoleOnFourFingerTap=True
DefaultTouchInterface=None
ConsoleKey=None
ConsoleKeys=Tilde
打开记事本,复制以上代码,修改文件名为*.ini,导入UE4Input输入配置中
UE4 Virtual Reality Input输入配置表导入的更多相关文章
- 【UE4 C++】Input 输入事件绑定
轴映射与动作映射 编辑器设置input+代码实现具体动作 void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInp ...
- SAP 配置表根据输入的值带出描述
在SAP客制功能需求中,为了程式的灵活配置采用配置表的形成,使后期使用中不需要更改源代码实现功能的增加.在配置表的使用过程中,有时候会有这样的需求:在配置中输入或选择了编码,根据编码带出描述.以下详细 ...
- 编写antd配置表单组件
编写antd配置表单组件 整体思路 抽取formitem的配置数组:包含组件类型.名称.label名称,相关的opts和扩展的opts,传递进入组件 组件通过Form.create()进行表单创建,能 ...
- input输入子系统
一.什么是input输入子系统? 1.Linux系统支持的输入设备繁多,例如键盘.鼠标.触摸屏.手柄或者是一些输入设备像体感输入等等,Linux系统是如何管理如此之多的不同类型.不同原理.不同的输入信 ...
- ARM Linux内核Input输入子系统浅解
--以触摸屏驱动为例 第一章.了解linux input子系统 Linux输入设备总类繁杂,常见的包括有按键.键盘.触摸屏.鼠标.摇杆等等,他们本身就是字符设备,而linux内核将这些 ...
- INPUT输入子系统【转】
转自:https://www.cnblogs.com/deng-tao/p/6094049.html 1.Linux系统支持的输入设备繁多,例如键盘.鼠标.触摸屏.手柄或者是一些输入设备像体感输入等等 ...
- 将数据库表导入到solr索引
将数据库表导入到solr索引 编辑solrcofnig.xml添加处理器 <requestHandler name="/dataimport" class="org ...
- [PE结构分析] 8.输入表结构和输入地址表(IAT)
在 PE文件头的 IMAGE_OPTIONAL_HEADER 结构中的 DataDirectory(数据目录表) 的第二个成员就是指向输入表的.每个被链接进来的 DLL文件都分别对应一个 IMAGE_ ...
- 限制Input输入类型的常见代码集合
搜集整理常见的限制INPUT输入类型的实现方式: 1.只能输入和粘贴汉字 <input onkeyup="value=value.replace(/[^\u4E00-\u9FA5]/g ...
随机推荐
- Linux系统时间的设置
1. Linux系统时间的设置 在Linux中设置系统时间,可以用date命令: //查看时间[root@node1 ~]# dateTue Feb 25 20:15:18 CST 2014//修改时 ...
- 18.23 inline函数功能
GUN的C关键字,在函数定义中函数返回类型前加上关键字inline,可以把函数指定为内联函数.关键字inline必须与函数定义放在一起才能使函数成为内联,仅仅将inline放在函数声明前面不起任何作用 ...
- (转)初学Git及简单搭建git服务器和客户端
终于搞定,mac自己作为git服务器,mac也是客户端,如何免登 从另外一个linux服务器的上传公钥得到提示 ssh-copy-id -i ~/.ssh/id_rsa.pub git@192.168 ...
- [ZZ] 用matlab绘制箭头
用matlab绘制箭头 http://npfeng900.blog.163.com/blog/static/14456108201221922944998/ 用matlab绘制箭头1 用matlab绘 ...
- linux Table is marked as crashed and should be repaired
linux Table is marked as crashed and should be repaired 2014-07-28 10:34 1282人阅读 评论(0) 收藏 举报 分类: da ...
- ActiveMq报错Channel was inactive for too (>30000)long
生成环境的activemq 隔一到两周,就报错: 查看 activeme的日志: 2018-12-04 11:59:44,744 | WARN | Transport Connection to: ...
- python基础知识11---函数1
函数 一.背景 在学习函数之前,一直遵循:面向过程编程,即:根据业务逻辑从上到下实现功能,其往往用一长段代码来实现指定功能,开发过程中最常见的操作就是粘贴复制,也就是将之前实现的代码块复制到现需功能处 ...
- SpringBoot与SpringCloud的版本对应详细版
大版本对应: Spring Boot Spring Cloud 1.2.x Angel版本 1.3.x Brixton版本 1.4.x stripes Camden版本 1.5.x Dalston版本 ...
- OpenResty的现状、趋势、使用及学习方法
Nginx 是俄罗斯人发明的, Lua 是巴西几个教授发明的,中国人章亦春把 LuaJIT VM 嵌入到 Nginx 中,实现了 OpenResty 这个高性能服务端解决方案. 通过 OpenRest ...
- 通用mapper版+SpringBoot+MyBatis框架+mysql数据库的整合
转:https://blog.csdn.net/qq_35153200/article/details/79538440 开发环境: 开发工具:Intellij IDEA 2017.2.3 JDK : ...