Navigation
API > API/Plugins > API/Plugins/EnhancedInput
Inheritance Hierarchy
- ULocalPlayerSubsystem
- IEnhancedInputSubsystemInterface
- UEnhancedInputLocalPlayerSubsystem
References
| Module | EnhancedInput |
| Header | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputSubsystems.h |
| Include | #include "EnhancedInputSubsystems.h" |
Syntax
UCLASS ()
class UEnhancedInputLocalPlayerSubsystem :
public ULocalPlayerSubsystem,
public IEnhancedInputSubsystemInterface
Remarks
Per local player input subsystem.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TMap< TObjectPtr< const UInputAction >, FInjectedInput > | ContinuouslyInjectedInputs | Map of inputs that should be injected every frame. These inputs will be injected when ForcedInput is ticked. | |
| FOnControlMappingsRebuilt | ControlMappingsRebuiltDelegate | Blueprint Event that is called at the end of any frame that Control Mappings have been rebuilt. | |
| TObjectPtr< UEnhancedInputUserSettings > | UserSettings | The user settings for this subsystem used to store each user's input related settings |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Initialize
(
FSubsystemCollectionBase& Collection |
Begin ULocalPlayerSubsystem. | |
| void | PlayerControllerChanged
(
APlayerController* NewPlayerController |
Overridden from IEnhancedInputSubsystemInterface
| Type | Name | Description | |
|---|---|---|---|
| void | Function that will be called when Control Mappings have been rebuilt this tick. | ||
| TMap< TObjectPtr< const UInputAction >, FInjectedInput > & | Pure-virtual getter for the map of inputs that should be injected every frame. | ||
| UEnhancedPlayerInput * | |||
| UEnhancedInputUserSettings * | |||
| UserSettingClass * | |||
| void | Create a new user settings object if it is enabled in the EI developer settings. |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FOnControlMappingsRebuilt | A delegate that will be called when control mappings have been rebuilt this frame. |