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Input Buffer Basic

Isatin - Code Plugins - Mar 16, 2017
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Input buffering plug-in for Unreal Engine 4

  • Supported Platforms
  • Supported Engine Versions
    4.14 - 4.24
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.
Preview: youtu.be/xAxOwMlSiok

This is a plug-in for Unreal Engine 4 that grants your projects the ability of Input Buffering which is commonly found in action and fighting games. While a controlled character is carrying out an uninterruptible action, buffering user’s input in the meanwhile instead of just ignoring it will make your game much more responsive to the player.

In addition, the plug-in has a feature of Command Recognition, which enables key combinations in your games. With that, you can even add complex input commands such as Quarter-Circle-Forward Punch, aka Hadouken.

If you like this plug-in and want to donate, please check out advanced edition with visualization features.

Technical Details

Features:

  • A new player controller class with an input buffer that allows developers to set up input events and store them in the buffer for future examination.
  • A new asset type of Input Command that consists of sequences of input events and can represent typical input commands such as Quarter-Circle-Forward Punch commonly found in fighting games.
  • Ability to tell whether given Input Commands match the contents of input buffer.


Network Replicated: No

Supported Development Platforms: All

Supported Target Build Platforms: All


Documentation: ue4inputbuffer.wordpress.com

Example Project: dropbox.com/s/x655noqbun8hs09/InputBufferExample.zip?dl=0


Additional Notes: Developers need to set up input events to use this plug-in. Input events are kind of similar to input actions in the engine but they are independent of input actions. Therefore developers may accidentally set up the same key mappings for their input actions and input events. That might be problematic so be careful!