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API > API/Plugins > API/Plugins/EnhancedInput
| Name | FInputActionValue |
| Type | struct |
| Header File | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputActionValue.h |
| Include Path | #include "InputActionValue.h" |
Syntax
USTRUCT (BlueprintType ,
Meta=(HasNativeMake="/Script/EnhancedInput.EnhancedInputLibrary.MakeInputActionValueOfType", HasNativeBreak="/Script/EnhancedInput.EnhancedInputLibrary.BreakInputActionValue"))
struct FInputActionValue
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FInputActionValue
(
EInputActionValueType InValueType, |
Build a specific type with an arbitrary Axis3D value. | InputActionValue.h | |
FInputActionValue
(
Axis3D InValue |
InputActionValue.h | ||
FInputActionValue
(
Axis2D InValue |
InputActionValue.h | ||
FInputActionValue
(
Axis1D InValue |
InputActionValue.h | ||
FInputActionValue
(
bool bInValue |
Specialized constructors for supported types Converting a value to a different type (e.g. Val = FVector(1, 1, 1); Val = true;) zeroes out any unused components to ensure getters continue to function correctly. | InputActionValue.h | |
FInputActionValue
(
FKey KeyDefault |
Construct default value for a key. | InputActionValue.h | |
FInputActionValue
(
const FInputActionValue& |
InputActionValue.h | ||
| Support all relevant default constructors (FInputActionValue isn't movable) | InputActionValue.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Axis1D | float | Using Button = bool; | InputActionValue.h |
| Axis2D | FVector2D | InputActionValue.h | |
| Axis3D | FVector | InputActionValue.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FInputActionValue & ConvertToType
(
const FInputActionValue& Other |
InputActionValue.h | ||
FInputActionValue & ConvertToType
(
EInputActionValueType Type |
In-place type conversion. | InputActionValue.h | |
FInputActionValue::Axis1D Get () |
InputActionValue.h | ||
bool Get () |
Supported getter specializations. | InputActionValue.h | |
T Get () |
TODO: Would prefer a value type checked version here but this is complicated by the ability to change action value types within the editor. | InputActionValue.h | |
FInputActionValue::Axis3D Get () |
InputActionValue.h | ||
FInputActionValue::Axis2D Get () |
InputActionValue.h | ||
float GetMagnitude() |
InputActionValue.h | ||
float GetMagnitudeSq() |
InputActionValue.h | ||
EInputActionValueType GetValueType() |
InputActionValue.h | ||
bool IsNonZero
(
float Tolerance |
InputActionValue.h | ||
void Reset() |
Resets Value without affecting ValueType. | InputActionValue.h | |
FString ToString() |
Type sensitive debug stringify. | InputActionValue.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static EInputActionValueType GetValueTypeFromKey
(
FKey Key |
InputActionValue.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FInputActionValue & operator*=
(
float Scalar |
Scalar operators. | InputActionValue.h | |
float operator[]
(
int32 Index |
Read only index based value accessor, doesn't care about type. Expect 0 when accessing unused components. | InputActionValue.h | |
FInputActionValue & operator+=
(
const FInputActionValue& Rhs |
InputActionValue.h | ||
FInputActionValue & operator=
(
const FInputActionValue& |
InputActionValue.h |