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API > API/Plugins > API/Plugins/EnhancedInput > API/Plugins/EnhancedInput/FModifyContextOptions
Syntax
UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Input")
uint8 bIgnoreAllPressedKeysUntilRelease: 1
Remarks
If true, then any keys that are "down" or "pressed" during the rebuild of control mappings will not be processed by Enhanced Input until after they are "released".
For example, if you are adding a mapping context with a key mapping to "X", and the player is holding down "X" while that IMC is added, there will not be a "Triggered" event until the player releases "X" and presses it again.
If this is set to false for the above example, then the "Triggered" would fire immediately as soon as the IMC is finished being added.
Default: True
Note: This will only do something for keys bound to boolean Input Action types. Note: This includes all keys that the player has pressed, not just the keys that are previously mapped in Enhanced Input before the call to RebuildControlMappings.