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API > API/Plugins > API/Plugins/EnhancedInput
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UInputComponent
- UEnhancedInputComponent
References
| Module | EnhancedInput |
| Header | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputComponent.h |
| Include | #include "EnhancedInputComponent.h" |
Syntax
UCLASS&40;Transient, Config&61;Input, HideCategories&61;&40;Activation, "Components&124;Activation"&41;&41;
class UEnhancedInputComponent : public UInputComponent
Remarks
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.
Constructors
| Type | Name | Description | |
|---|---|---|---|
UEnhancedInputComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FEnhancedInputActionEventBinding & | BindAction
(
const UInputAction* Action, |
Binds to an object UFUNCTION | |
| FInputActionBinding & | BindAction
(
const FName ActionName, |
||
| FEnhancedInputActionEventBinding & | BindAction
(
const UInputAction* Action, |
||
| FEnhancedInputActionEventBinding & | BindAction
(
const UInputAction* Action, |
||
| FEnhancedInputActionEventBinding & | BindAction
(
const UInputAction* Action, |
||
| FInputActionBinding & | BindAction
(
const FName ActionName, |
||
| FInputActionBinding & | BindAction
(
const FName ActionName, |
Delete all InputComponent binding helpers. Indicates intentions going forward and improves intellisense/VAX when working with EnhancedInputCompoennts. | |
| FEnhancedInputActionValueBinding & | BindActionValue
(
const UInputAction* Action |
Binds a UInputAction assigned via UInputMappingContext to this component. | |
| FInputAxisBinding & | |||
| FInputAxisBinding & | |||
| FInputAxisKeyBinding & | BindAxisKey
(
const FKey AxisKey, |
||
| FInputAxisKeyBinding & | BindAxisKey
(
const FKey AxisKey |
||
| FInputDebugKeyBinding & | BindDebugKey
(
const FInputChord Chord, |
Binds a chord event to a delegate function in development builds only. | |
| FInputDebugKeyBinding & | BindDebugKey
(
const FInputChord Chord, |
Binds to an object UFUNCTION | |
| FInputGestureBinding & | BindGesture
(
const FKey GestureKey, |
||
| FInputKeyBinding & | BindKey
(
const FInputChord Chord, |
||
| FInputKeyBinding & | |||
| FInputTouchBinding & | BindTouch
(
const EInputEvent KeyEvent, |
||
| FInputVectorAxisBinding & | BindVectorAxis
(
const FKey AxisKey, |
||
| FInputVectorAxisBinding & | BindVectorAxis
(
const FKey AxisKey |
||
| void | Removes all action bindings. | ||
| void | |||
| void | |||
| const TArray< TUniquePtr< FEnhancedInputActionEventBinding > > & | Gets all action bindings of type | ||
| const TArray< FEnhancedInputActionValueBinding > & | |||
| FInputActionValue | GetBoundActionValue
(
const UInputAction* Action |
Helper function to pull the action value for a bound action value. | |
| const TArray< TUniquePtr< FInputDebugKeyBinding > > & | |||
| bool | HasBindings () |
Checks whether this component has any input bindings. | |
| bool | RemoveActionEventBinding
(
const int32 BindingIndex |
Removes the action binding at the specified index. | |
| bool | RemoveActionValueBinding
(
const int32 BindingIndex |
||
| bool | RemoveBinding
(
const FInputBindingHandle& BindingToRemove |
Removes an arbitrary binding | |
| bool | RemoveBindingByHandle
(
const uint32 Handle |
Removes the binding with the specified handle. Binding handles are unique across all bindings. | |
| bool | RemoveDebugKeyBinding
(
const int32 BindingIndex |
||
| void | SetShouldFireDelegatesInEditor
(
const bool bInNewValue |
||
| bool |
Overridden from UInputComponent
| Type | Name | Description | |
|---|---|---|---|
| void | Removes all action bindings. | ||
| void | ClearBindingsForObject
(
UObject* InOwner |
Clears any input callback delegates from the given UObject |
See Also
https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html