Navigation
API > API/Plugins > API/Plugins/EnhancedInput
UEnhancedPlayerInput : UPlayerInput extensions for enhanced player input system
| Name | UEnhancedPlayerInput |
| Type | class |
| Header File | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedPlayerInput.h |
| Include Path | #include "EnhancedPlayerInput.h" |
Syntax
UCLASS (MinimalAPI, Config=Input, Transient)
class UEnhancedPlayerInput : public UPlayerInput
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPlayerInput → UEnhancedPlayerInput
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UEnhancedPlayerInput() |
EnhancedPlayerInput.h |
Structs
| Name | Remarks |
|---|---|
| FDependentChordTracker | Used to keep track of Input Actions that have UInputTriggerChordAction triggers on them |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActionsThatHaveBeenRemovedFromMappings | TSet< TObjectPtr< const UInputAction > > | A set of input actions that have been removed from the player's input mappings in a previous rebuild of the key mappings. | EnhancedPlayerInput.h | |
| ActionsWithEventsThisTick | TSet< TObjectPtr< const UInputAction > > | Actions which had actuated events at the last call to ProcessInputStack (held/pressed/released) | EnhancedPlayerInput.h | |
| AppliedInputContextData | TMap< TObjectPtr< const UInputMappingContext >, FAppliedInputContextData > | Currently applied key mappings Note: Source reference only. | EnhancedPlayerInput.h |
|
| AppliedInputContexts | TMap< TObjectPtr< const UInputMappingContext >, int32 > | EnhancedPlayerInput.h |
|
|
| CurrentInputMode | FGameplayTagContainer | The current input mode that is active on this player. | EnhancedPlayerInput.h |
|
| DependentChordActions | TArray< FDependentChordTracker > | Array of all dependant Input Action's with Chord triggers on them. | EnhancedPlayerInput.h | |
| EnhancedActionMappings | TArray< FEnhancedActionKeyMapping > | This player's version of the Action Mappings | EnhancedPlayerInput.h |
|
| EnhancedKeyBinds | TMap< FKey, int32 > | Number of active binds by key. | EnhancedPlayerInput.h | |
| InputsInjectedThisTick | TMap< TObjectPtr< const UInputAction >, FInjectedInputArray > | Inputs injected since the last call to ProcessInputStack | EnhancedPlayerInput.h |
|
| KeysPressedThisTick | TMap< FKey, FVector > | A map of Keys to the amount they were depressed this frame. | EnhancedPlayerInput.h |
|
| LastFrameTime | float | The last time of the last frame that was processed in ProcessPlayerInput | EnhancedPlayerInput.h | |
| LastInjectedActions | TSet< TObjectPtr< const UInputAction > > | Last frame's injected inputs | EnhancedPlayerInput.h |
|
| RealTimeDeltaSeconds | float | Delta seconds between frames calculated with UWorld::GetRealTimeSeconds | EnhancedPlayerInput.h | |
| TriggeredActionsThisTick | TSet< TObjectPtr< const UInputAction > > | Actions that have been triggered this tick and have a delegate that may be fired | EnhancedPlayerInput.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FInputActionInstance * FindActionInstanceData
(
TObjectPtr< const UInputAction > ForAction |
Returns the action instance data for the given input action if there is any. | EnhancedPlayerInput.h | |
virtual void FlushPressedKeys() |
EnhancedPlayerInput.h | ||
FInputActionValue GetActionValue
(
TObjectPtr< const UInputAction > ForAction |
Retrieve the current value of an action for this player. | EnhancedPlayerInput.h | |
const FGameplayTagContainer & GetCurrentInputMode () |
Returns a const ref to the current input mode. | EnhancedPlayerInput.h | |
float GetEffectiveTimeDilation() |
Returns the Time Dilation value that is currently effecting this input. | EnhancedPlayerInput.h | |
virtual FString GetUserSettingsSaveFileName() |
EnhancedPlayerInput.h | ||
void InjectInputForAction
(
TObjectPtr< const UInputAction > Action, |
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. | EnhancedPlayerInput.h | |
virtual bool InputKey
(
const FInputKeyEventArgs& Params |
EnhancedPlayerInput.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void EvaluateBlockedInputComponent
(
UInputComponent* InputComponent |
EnhancedPlayerInput.h | ||
virtual bool EvaluateInputComponentDelegates
(
UInputComponent*const IC, |
EnhancedPlayerInput.h | ||
virtual void EvaluateInputDelegates
(
const TArray< UInputComponent* >& InputComponentStack, |
EnhancedPlayerInput.h | ||
virtual void EvaluateKeyMapState
(
const float DeltaTime, |
EnhancedPlayerInput.h | ||
const TMap< TObjectPtr< const UInputMappingContext >, FAppliedInputContextData > & GetAppliedInputContextData () |
Note: Source reference only. | EnhancedPlayerInput.h | |
const TMap< TObjectPtr< const UInputMappingContext >, int32 > & GetAppliedInputContexts() |
EnhancedPlayerInput.h | ||
FGameplayTagContainer & GetCurrentInputMode () |
Returns a mutable reference to the current input mode | EnhancedPlayerInput.h | |
const TArray< FEnhancedActionKeyMapping > & GetEnhancedActionMappings() |
This player's version of the Action Mappings | EnhancedPlayerInput.h | |
virtual bool IsKeyHandledByAction
(
FKey Key |
Causes key to be consumed if it is affecting an action. | EnhancedPlayerInput.h | |
void NotifyInputActionsUnmapped
(
const TSet< const UInputAction* >& RemovedInputActions |
Notifies that the given Input Actions are no longer mapped to any keys, and should have their state reset. | EnhancedPlayerInput.h | |
virtual void PrepareInputDelegatesForEvaluation
(
const TArray< UInputComponent* >& InputComponentStack, |
EnhancedPlayerInput.h | ||
void SetCurrentInputMode
(
const FGameplayTagContainer& NewMode |
Sets the current input mode to be the given NewMode. | EnhancedPlayerInput.h |