Navigation
| Name | EnhancedInput |
| Type | Plugin |
| Part of Plugins | Enhanced Input |
| Location | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/ |
| Module Build Rules | EnhancedInput.Build.cs |
Classes
| Name | Remarks |
|---|---|
| FEnhancedInputActionHandlerDynamicSignature | |
| FEnhancedInputWorldProcessor | The Enhanced Input World Processor is used to pass InputKey events to the Enhanced Input World Subsystem. |
| FInputDebugKeyHandlerDynamicSignature | |
| UEnhancedInputActionDelegateBinding | |
| UEnhancedInputActionValueBinding | |
| UEnhancedInputComponent | Implement an Actor component for input bindings. |
| UEnhancedInputDeveloperSettings | Developer settings for Enhanced Input |
| UEnhancedInputLibrary | |
| UEnhancedInputLocalPlayerSubsystem | Per local player input subsystem. |
| UEnhancedInputPlatformData | A base class that can be used to store platform specific data for Enhanced Input. |
| UEnhancedInputPlatformSettings | Settings for Enhanced Input that can be set per-platform |
| UEnhancedInputSubsystemInterface | |
| UEnhancedInputUserSettings | The Enhanced Input User Settings class is a place where you can put all of your Input Related settings that you want your user to be able to change. |
| UEnhancedInputWorldSubsystem | Per world input subsystem that allows you to bind input delegates to actors without an owning Player Controller. |
| UEnhancedPlayerInput | UEnhancedPlayerInput : UPlayerInput extensions for enhanced player input system |
| UEnhancedPlayerMappableKeyProfile | Represents one "Profile" that a user can have for their player mappable keys |
| UInputAction | An Input Action is a logical representation of something the user can do, such as "Jump" or "Crouch". |
| UInputDebugKeyDelegateBinding | |
| UInputMappingContext | UInputMappingContext : A collection of key to action mappings for a specific input context Could be used to: Store predefined controller mappings (allow switching between controller config variants). |
| UInputModifier | Base class for building modifiers. |
| UInputModifierDeadZone | Dead Zone Input values within the range LowerThreshold -> UpperThreshold will be remapped from 0 -> 1. |
| UInputModifierFOVScaling | FOV Scaling Apply FOV dependent scaling to input values, per axis |
| UInputModifierNegate | Negate Inverts input per axis |
| UInputModifierResponseCurveExponential | Response Curve Exponential Apply a simple exponential response curve to input values, per axis |
| UInputModifierResponseCurveUser | Response Curve User Defined Apply a custom response curve to input values, per axis |
| UInputModifierScalar | Scalar Scales input by a set factor per axis |
| UInputModifierScaleByDeltaTime | Scalar Multiplies the input value by Delta Time this frame |
| UInputModifierSmooth | Smooth Smooth inputs out over multiple frames |
| UInputModifierSmoothDelta | Normalized Smooth Delta |
| UInputModifierSwizzleAxis | Swizzle axis components of an input value. Useful to map a 1D input onto the Y axis of a 2D action. |
| UInputModifierToWorldSpace | Input space to World space conversion Auto-converts axes within the Input Action Value into world space allowing the result to be directly plugged into functions that take world space values. |
| UInputTriggerChordAction | UInputTriggerChordAction Applies a chord action that must be triggering for this trigger's action to trigger |
| UInputTriggerChordBlocker | UInputTriggerChordBlocker Automatically instantiated to block mappings that are masked by a UInputTriggerChordAction chord from firing whilst the chording key is active. |
| UInputTriggerCombo | UInputTriggerCombo All actions in the combo array must be completed (based on combo completion event specified - triggered, completed, etc.) to trigger the action this trigger is on. |
| UInputTriggerDown | UInputTriggerDown Trigger fires when the input exceeds the actuation threshold. |
| UInputTriggerHold | UInputTriggerHold Trigger fires once input has remained actuated for HoldTimeThreshold seconds. |
| UInputTriggerHoldAndRelease | UInputTriggerHoldAndRelease Trigger fires when input is released after having been actuated for at least HoldTimeThreshold seconds. |
| UInputTriggerPressed | UInputTriggerPressed Trigger fires once only when input exceeds the actuation threshold. |
| UInputTriggerPulse | UInputTriggerPulse Trigger that fires at an Interval, in seconds, while input is actuated. |
| UInputTriggerReleased | UInputTriggerReleased Trigger returns Ongoing whilst input exceeds the actuation threshold. |
| UInputTriggerRepeatedTap | Fires the "Triggered" event upon a repeated taps of a key. |
| UInputTriggerTap | UInputTriggerTap Input must be actuated then released within TapReleaseTimeThreshold seconds to trigger. |
| UInputTriggerTimedBase | Base class for building triggers. |
| UPlayerMappableKeySettings | Hold setting information of an Action Input or a Action Key Mapping for setting screen and save purposes. |
Structs
| Name | Remarks |
|---|---|
| FAppliedInputContextData | |
| FBlueprintEnhancedInputActionBinding | |
| FBlueprintInputDebugKeyDelegateBinding | |
| FDefaultContextSetting | Represents a single input mapping context and the priority that it should be applied with |
| FEnhancedActionKeyMapping | Defines a mapping between a key activation and the resulting enhanced action An key could be a button press, joystick axis movement, etc. |
| FEnhancedInputActionEventBinding | A binding to an input action trigger event. |
| FEnhancedInputActionEventDelegateBinding | Binding wrapper structs. |
| FEnhancedInputActionValueBinding | Binds an action value for later reference. |
| FEnhancedInputKeys | |
| FInjectedInput | ContinuouslyInjectedInputs Map is not managed. |
| FInjectedInputArray | |
| FInputActionInstance | Run time queryable action instance Generated from UInputAction templates above |
| FInputActionValue | |
| FInputBindingHandle | A basic binding unique identifier |
| FInputCancelAction | |
| FInputComboStepData | |
| FInputDebugKeyBinding | Binds a delegate to an event on a key chord. |
| FInputDebugKeyDelegateBinding | |
| FInputMappingContextMappingData | |
| FKeyConsumptionOptions | |
| FKeyMappingRow | Stores all mappings bound to a single mapping name. |
| FMappingQueryIssue | Potential issue raised with a mapping request. |
| FMapPlayerKeyArgs | Arguments that can be used when mapping a player key |
| FModifyContextOptions | Passed in as params for Adding/Remove input contexts |
| FPlayerKeyMapping | Represents a single key mapping that is set by the player |
| FPlayerMappableKeyProfileCreationArgs | Arguments that can be used when creating a new mapping profile |
| FPlayerMappableKeyQueryOptions | Options when querying what keys are mapped to a specific action on the player mappable key profile. |
| FTriggerStateTracker | Calculate a collective representation of trigger state from evaluations of all triggers in one or more trigger groups. |
| TEnhancedInputUnifiedDelegate | Unified storage for both native and dynamic delegates with any signature |
Interfaces
| Name | Remarks |
|---|---|
| IEnhancedInputModule | The public interface to this module |
| IEnhancedInputSubsystemInterface | Includes native functionality shared between all subsystems. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FEnhancedInputActionHandlerInstanceSignature | TBaseDelegate_OneParam< void, const FInputActionInstance & > | EnhancedInputComponent.h | |
| FEnhancedInputActionHandlerSignature | TBaseDelegate_NoParams< void > | Delegate signature for action events. | EnhancedInputComponent.h |
| FEnhancedInputActionHandlerValueSignature | TBaseDelegate_OneParam< void, const FInputActionValue & > | EnhancedInputComponent.h | |
| FInputDebugKeyHandlerSignature | TBaseDelegate_TwoParams< void, FKey, FInputActionValue > | Delegate signature for debug key events. | EnhancedInputComponent.h |
Enums
Public
| Name | Remarks |
|---|---|
| EDeadZoneType | |
| EFOVScalingType | |
| EInputActionAccumulationBehavior | This is an advanced setting that allows you to change how the value of an Input Action is calculated when there are multiple mappings to the same Input Action. |
| EInputActionValueType | |
| EInputAxisSwizzle | |
| EInputBindingClone | Used to force clone constructor calls only. |
| EInputMappingRebuildType | |
| EMappingContextInputModeFilterOptions | Options for an input mapping context being filtered based on the current input mode of the player. |
| EMappingContextRegistrationTrackingMode | Options for how multiple registrations of an input mapping context should be tracked. |
| EMappingQueryIssue | Mapping issues arising from a QueryMapKeyIn... call. |
| EMappingQueryResult | Result summary from a QueryMapKeyIn... call. |
| ENormalizeInputSmoothingType | Behavior options for how the value is calculated in UInputModifierSmoothDelta. |
| EPlayerMappableKeySettingBehaviors | Defines which Player Mappable Key Setting to use for a Action Key Mapping. |
| EPlayerMappableKeySlot | The "Slot" that a player mappable key is in. |
| ETriggerEvent | Trigger events are the Action's interpretation of all Trigger State transitions that occurred for the action in the last tick |
| ETriggerEventsSupported | Represents what ETriggerEvent types can be triggered off of a give UInputTrigger. |
| ETriggerState | Trigger states are a light weight interpretation of the provided input values used in trigger UpdateState responses. |
| ETriggerType | Trigger type determine how the trigger contributes to an action's overall trigger event the behavior of the trigger |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| NoCollisions | EMappingQueryIssue | InputMappingQuery.h | ||
| StandardFatal | EMappingQueryIssue | InputMappingQuery.h | ||
| TypeMismatch | EMappingQueryIssue | InputMappingQuery.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ENUM_CLASS_FLAGS
(
EMappingQueryIssue |
InputMappingQuery.h | ||
ENUM_RANGE_BY_FIRST_AND_LAST
(
EPlayerMappableKeySlot, |
UserSettings/EnhancedInputUserSettings.h | ||
UE::EnhancedInput::UE_DECLARE_GAMEPLAY_TAG_EXTERN
(
InputMode_Default |
The default input mode of Enhanced Input. | EnhancedPlayerInput.h |