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Implement an Actor component for input bindings.
An Enhanced Input Component is a transient component that enables an Actor to bind enhanced actions to delegate functions, or monitor those actions. Input components are processed from a stack managed by the PlayerController and processed by the PlayerInput. These bindings will not consume input events, but this behaviour can be replicated using UInputMappingContext::Priority.
| Name | UEnhancedInputComponent |
| Type | class |
| Header File | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputComponent.h |
| Include Path | #include "EnhancedInputComponent.h" |
Syntax
UCLASS (MinimalAPI, Transient, Config=Input, HideCategories=(Activation, "Components|Activation"))
class UEnhancedInputComponent : public UInputComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UInputComponent → UEnhancedInputComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UEnhancedInputComponent
(
const FObjectInitializer& ObjectInitializer |
EnhancedInputComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FEnhancedInputActionEventBinding & BindAction
(
const UInputAction* Action, |
Binds to an object UFUNCTION | EnhancedInputComponent.h | |
FInputActionBinding & BindAction
(
const FName ActionName, |
EnhancedInputComponent.h | ||
FEnhancedInputActionEventBinding & BindAction
(
const UInputAction* Action, |
EnhancedInputComponent.h | ||
FEnhancedInputActionEventBinding & BindAction
(
const UInputAction* Action, |
EnhancedInputComponent.h | ||
FEnhancedInputActionEventBinding & BindAction
(
const UInputAction* Action, |
EnhancedInputComponent.h | ||
FInputActionBinding & BindAction
(
const FName ActionName, |
EnhancedInputComponent.h | ||
FInputActionBinding & BindAction
(
const FName ActionName, |
Delete all InputComponent binding helpers. Indicates intentions going forward and improves intellisense/VAX when working with EnhancedInputCompoennts. | EnhancedInputComponent.h | |
FEnhancedInputActionEventBinding & BindActionInstanceLambda
(
const UInputAction* Action, |
Bind a lambda to receive the action instance data from an input event. | EnhancedInputComponent.h | |
FEnhancedInputActionValueBinding & BindActionValue
(
const UInputAction* Action |
Binds a UInputAction assigned via UInputMappingContext to this component. | EnhancedInputComponent.h | |
FEnhancedInputActionEventBinding & BindActionValueLambda
(
const UInputAction* Action, |
Binds a lambda expression to receive the input action value form an input event. | EnhancedInputComponent.h | |
FInputAxisBinding & BindAxis
(
const FName AxisName, |
EnhancedInputComponent.h | ||
FInputAxisBinding & BindAxis
(
const FName AxisName |
EnhancedInputComponent.h | ||
FInputAxisKeyBinding & BindAxisKey
(
const FKey AxisKey |
EnhancedInputComponent.h | ||
FInputAxisKeyBinding & BindAxisKey
(
const FKey AxisKey, |
EnhancedInputComponent.h | ||
FInputDebugKeyBinding & BindDebugKey
(
const FInputChord Chord, |
Binds a chord event to a delegate function in development builds only. | EnhancedInputComponent.h | |
FInputDebugKeyBinding & BindDebugKey
(
const FInputChord Chord, |
Binds to an object UFUNCTION | EnhancedInputComponent.h | |
FInputGestureBinding & BindGesture
(
const FKey GestureKey, |
EnhancedInputComponent.h | ||
FInputKeyBinding & BindKey
(
const FInputChord Chord, |
EnhancedInputComponent.h | ||
FInputKeyBinding & BindKey
(
const FKey Key, |
EnhancedInputComponent.h | ||
FInputTouchBinding & BindTouch
(
const EInputEvent KeyEvent, |
EnhancedInputComponent.h | ||
FInputVectorAxisBinding & BindVectorAxis
(
const FKey AxisKey, |
EnhancedInputComponent.h | ||
FInputVectorAxisBinding & BindVectorAxis
(
const FKey AxisKey |
EnhancedInputComponent.h | ||
virtual void ClearActionBindings() |
Removes all action bindings. | EnhancedInputComponent.h | |
void ClearActionEventBindings() |
Removes all action bindings. | EnhancedInputComponent.h | |
void ClearActionValueBindings() |
EnhancedInputComponent.h | ||
virtual void ClearBindingsForObject
(
UObject* InOwner |
Clears any input callback delegates from the given UObject | EnhancedInputComponent.h | |
void ClearDebugKeyBindings() |
EnhancedInputComponent.h | ||
const TArray< TUniquePtr< FEnhancedInputActionEventBinding > > & GetActionEventBindings () |
Gets all action bindings of type | EnhancedInputComponent.h | |
const TArray< FEnhancedInputActionValueBinding > & GetActionValueBindings() |
EnhancedInputComponent.h | ||
FInputActionValue GetBoundActionValue
(
const UInputAction* Action |
Helper function to pull the action value for a bound action value. | EnhancedInputComponent.h |
|
const TArray< TUniquePtr< FInputDebugKeyBinding > > & GetDebugKeyBindings() |
EnhancedInputComponent.h | ||
virtual bool HasBindings() |
Checks whether this component has any input bindings. | EnhancedInputComponent.h | |
bool RemoveActionEventBinding
(
const int32 BindingIndex |
Removes the action binding at the specified index. | EnhancedInputComponent.h | |
bool RemoveActionValueBinding
(
const int32 BindingIndex |
EnhancedInputComponent.h | ||
bool RemoveBinding
(
const FInputBindingHandle& BindingToRemove |
Removes an arbitrary binding | EnhancedInputComponent.h | |
bool RemoveBindingByHandle
(
const uint32 Handle |
Removes the binding with the specified handle. Binding handles are unique across all bindings. | EnhancedInputComponent.h | |
bool RemoveDebugKeyBinding
(
const int32 BindingIndex |
EnhancedInputComponent.h | ||
void SetShouldFireDelegatesInEditor
(
const bool bInNewValue |
EnhancedInputComponent.h | ||
bool ShouldFireDelegatesInEditor() |
EnhancedInputComponent.h |