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Binding wrapper structs. You will need to create these to do manual binding. They permit storage of delegates with differing signatures within a single array of bindings.
| Name | FEnhancedInputActionEventDelegateBinding |
| Type | struct |
| Header File | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputComponent.h |
| Include Path | #include "EnhancedInputComponent.h" |
Syntax
template<typename TSignature>
struct FEnhancedInputActionEventDelegateBinding : public FEnhancedInputActionEventBinding
Inheritance Hierarchy
- FInputBindingHandle → FEnhancedInputActionEventBinding → FEnhancedInputActionEventDelegateBinding
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FEnhancedInputActionEventDelegateBinding
(
const FEnhancedInputActionEventDelegateBinding< TSignature >& CloneFrom, |
EnhancedInputComponent.h | ||
FEnhancedInputActionEventDelegateBinding
(
const UInputAction* Action, |
EnhancedInputComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Delegate | TEnhancedInputUnifiedDelegate< TSignature > | EnhancedInputComponent.h |
Functions
Public
Overridden from FEnhancedInputActionEventBinding
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TUniquePtr< FEnhancedInputActionEventBinding > Clone() |
EnhancedInputComponent.h | ||
virtual void Execute
(
const FInputActionInstance& ActionData |
Implemented below. | EnhancedInputComponent.h | |
virtual void Execute
(
const FInputActionInstance& ActionData |
EnhancedInputComponent.h | ||
virtual void Execute
(
const FInputActionInstance& ActionData |
EnhancedInputComponent.h | ||
virtual void Execute
(
const FInputActionInstance& ActionData |
EnhancedInputComponent.h | ||
virtual void Execute
(
const FInputActionInstance& ActionData |
EnhancedInputComponent.h | ||
virtual UObject * GetUObject() |
EnhancedInputComponent.h | ||
virtual bool IsBoundToObject
(
FDelegateUserObjectConst Object |
EnhancedInputComponent.h | ||
virtual void SetShouldFireWithEditorScriptGuard
(
const bool bNewValue |
EnhancedInputComponent.h |