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API > API/Plugins > API/Plugins/EnhancedInput
| Name | UEnhancedInputLibrary |
| Type | class |
| Header File | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputLibrary.h |
| Include Path | #include "EnhancedInputLibrary.h" |
Syntax
UCLASS (MinimalAPI)
class UEnhancedInputLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UEnhancedInputLibrary
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void BreakInputActionValue
(
FInputActionValue InActionValue, |
Breaks an ActionValue into X, Y, Z. Axes not supported by value type will be 0. | EnhancedInputLibrary.h |
|
static double Conv_InputActionValueToAxis1D
(
FInputActionValue InValue |
Interpret an InputActionValue as a 1D axis (double) input | EnhancedInputLibrary.h |
|
static FVector2D Conv_InputActionValueToAxis2D
(
FInputActionValue InValue |
Interpret an InputActionValue as a 2D axis (Vector2D) input | EnhancedInputLibrary.h |
|
static FVector Conv_InputActionValueToAxis3D
(
FInputActionValue ActionValue |
Interpret an InputActionValue as a 3D axis (Vector) input | EnhancedInputLibrary.h |
|
static bool Conv_InputActionValueToBool
(
FInputActionValue InValue |
Interpret an InputActionValue as a boolean input | EnhancedInputLibrary.h |
|
static FString Conv_InputActionValueToString
(
FInputActionValue ActionValue |
Converts a FInputActionValue to a string | EnhancedInputLibrary.h |
|
static FString Conv_TriggerEventValueToString
(
const ETriggerEvent TriggerEvent |
Converts an ETriggerEvent to a string | EnhancedInputLibrary.h |
|
static void FlushPlayerInput
(
APlayerController* PlayerController |
Flushes the player controller's pressed keys | EnhancedInputLibrary.h |
|
static void ForEachSubsystem
(
TFunctionRef< void(IEnhancedInputSubsystemInterface*)> SubsystemPredicate |
Call SubsystemPredicate on each registered player and standalone enhanced input subsystem. | EnhancedInputLibrary.h | |
static FInputActionValue GetBoundActionValue
(
AActor* Actor, |
GetInputActionvalue internal accessor function for actions that have been bound to from a UEnhancedInputComponent. | EnhancedInputLibrary.h |
|
static FName GetMappingName
(
UPARAM(ref) const FEnhancedActionKeyMapping& ActionKeyMapping |
Returns the name of the mapping based on setting behavior used. | EnhancedInputLibrary.h |
|
static UPlayerMappableKeySettings * GetPlayerMappableKeySettings
(
UPARAM(ref) const FEnhancedActionKeyMapping& ActionKeyMapping |
Returns the Player Mappable Key Settings owned by the Action Key Mapping or by the referenced Input Action, or nothing based of the Setting Behavior. | EnhancedInputLibrary.h |
|
static bool IsActionKeyMappingPlayerMappable
(
UPARAM(ref) const FEnhancedActionKeyMapping& ActionKeyMapping |
Returns true if this Action Key Mapping either holds a Player Mappable Key Settings or is set bIsPlayerMappable. | EnhancedInputLibrary.h |
|
static FInputActionValue MakeInputActionValueOfType
(
double X, |
Builds an ActionValue from X, Y, Z. | EnhancedInputLibrary.h |
|
static void RequestRebuildControlMappingsUsingContext
(
const UInputMappingContext* Context, |
Flag all enhanced input subsystems making use of the mapping context for reapplication of all control mappings at the end of this frame. | EnhancedInputLibrary.h |
|