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API > API/Plugins > API/Plugins/EnhancedInput > API/Plugins/EnhancedInput/IEnhancedInputSubsystemInterface
Description
Input simulation via injection. Runs modifiers and triggers delegates as if the input had come through the underlying input system as FKeys. Applies action modifiers and triggers on top.
| Name | InjectInputForPlayerMapping |
| Type | function |
| Header File | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputSubsystemInterface.h |
| Include Path | #include "EnhancedInputSubsystemInterface.h" |
| Source | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Private/EnhancedInputSubsystemInterface.cpp |
UFUNCTION (BlueprintCallable, Category="Input", Meta=(AutoCreateRefTerm="Modifiers,Triggers"))
virtual void InjectInputForPlayerMapping
(
UPARAM(Meta=(GetOptions="EnhancedInput.PlayerMappableKeySettings.GetKnownMappingNames")) const FName MappingName,
FInputActionValue RawValue,
const TArray< UInputModifier * > & Modifiers,
const TArray< UInputTrigger * > & Triggers
)
Parameters
| Name | Remarks |
|---|---|
| MappingName | The name of the player mapping that can be used for look up an associated UInputAction object. |
| RawValue | The value to set the action to |
| Modifiers | The modifiers to apply to the injected input. |
| Triggers | The triggers to apply to the injected input. |