User Guide (Version 1.13)

Event Generator Properties

Each event generator has a set of properties that you can use to customize the specifics of the event generator.

To edit the .inputbindings file

  1. From Lumberyard Editor, choose Tools, Asset Editor.

  2. Right-click the .inputbindings file that you want to edit. From the context menu, choose Edit.

Single Event to Action Properties

You can use the Held, Pressed, and Released scripts to transform processed input events into gameplay events.

The Single Event To Action event generators (Held, Pressed, Analog, Released) all have the following common properties:

  • Input Device Type – The type of device that generates the input. Select from a list of available devices.

  • Input Name – List of input options that depend on the selected input device type. For example, if you select keyboard for the Input Device Type, a list of possible keystrokes appear in this list.

  • Event value multiplier – Multiplier by which to scale the input value.

  • Dead zone – An input is considered pressed outside of this threshold and released within it. A magnitude or absolute value. Values below this number are considered inactive, and no events are generated. Only magnitudes, or absolute values, above this number causes events to be generated.

The event generators Held and Analog also have the following unique properties:

  • Duration to hold – The duration of seconds that the input must be held.

  • Success pulse interval – The interval between successful messages after holding for the duration specified in the Duration to hold setting.

  • Invoke type – Select when you want the events to be invoked:

    • Every duration

    • Once per release

    • Every frame after duration

  • Send continuous updates – If selected, updates are sent continuously. If deselected, sends a message only when the analog value has changed.

Action Notification Bus Handlers Properties

The ActionNotificationBus handlers (Ordered Event Combination, Unordered Event Combination, and Vectorized Event Combination) aggregate one or more GameplayActionEvents into a single output GameplayActionEvent. They do not listen for raw input the way the InputNotificationBus handlers do.

The ActionNotificationBus handlers feature the following properties:

Ordered Event Combination and Unordered Event Combination
  • Incoming event names – A resizable array of incoming event names, such as jump and run.

  • Max delay between events – Delay in seconds between successful events which, if exceeded, causes a failure.

Vectorized Event Combination
  • Incoming event names – An array of three incoming event names, such as X, Y, and Z, mapped to a vector output.

  • Should normalize – If selected, output event value is normalized.

  • Dead zone length – A threshold for vector length below which an event is not generated.