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Defines a mapping between a key activation and the resulting enhanced action An key could be a button press, joystick axis movement, etc. An enhanced action could be MoveForward, Jump, Fire, etc.
| Name | FEnhancedActionKeyMapping |
| Type | struct |
| Header File | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedActionKeyMapping.h |
| Include Path | #include "EnhancedActionKeyMapping.h" |
Syntax
USTRUCT (BlueprintType )
struct FEnhancedActionKeyMapping
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FEnhancedActionKeyMapping
(
const UInputAction* InAction, |
EnhancedActionKeyMapping.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Action | TObjectPtr< const UInputAction > | Action to be affected by the key | EnhancedActionKeyMapping.h |
|
| bHasAlwaysTickTrigger | uint8 | True if any triggers on this mapping or its associated UInputAction are flagged as "always tick" triggers. | EnhancedActionKeyMapping.h |
|
| bShouldBeIgnored | uint8 | If true, then this Key Mapping should be ignored. | EnhancedActionKeyMapping.h |
|
| Key | FKey | Key that affect the action. | EnhancedActionKeyMapping.h |
|
| Modifiers | TArray< TObjectPtr< UInputModifier > > | Modifiers applied to the raw key value. | EnhancedActionKeyMapping.h |
|
| Triggers | TArray< TObjectPtr< UInputTrigger > > | Trigger qualifiers. | EnhancedActionKeyMapping.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Equals
(
const FEnhancedActionKeyMapping& Other |
If the template bIgnoreModifierAndTriggerValues is true, compare to Other ignoring different trigger states, like pending activation time, but only accept both as equal if the Trigger types are the same and in the same order. | EnhancedActionKeyMapping.h | |
const FText & GetDisplayCategory() |
The localized display category of this key mapping | EnhancedActionKeyMapping.h | |
const FText & GetDisplayName() |
The localized display name of this key mapping | EnhancedActionKeyMapping.h | |
FName GetMappingName () |
Returns the name of the mapping based on setting behavior used. | EnhancedActionKeyMapping.h | |
| Returns the Player Mappable Key Settings owned by the Action Key Mapping or by the referenced Input Action, or nothing based of the Setting Behavior. | EnhancedActionKeyMapping.h | ||
T * GetPlayerMappableKeySettings () |
EnhancedActionKeyMapping.h | ||
EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
EnhancedActionKeyMapping.h | ||
bool IsPlayerMappable() |
Returns true if this Action Key Mapping either holds a Player Mappable Key Settings or is set bIsPlayerMappable. | EnhancedActionKeyMapping.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool CompareByObjectTypes
(
const TArray< TObjectPtr< T > >& A, |
Compares if two TArray of UObjects contain the same number and types of objects, but doesn't compare their values. | EnhancedActionKeyMapping.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FEnhancedActionKeyMapping& Other |
Identical comparison, including Triggers and Modifiers current inner values. | EnhancedActionKeyMapping.h |