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Unreal Engine C++ API Reference > Plugins > EnhancedInput
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UPlayerInput
- UEnhancedPlayerInput
- UDisplayClusterPlayerInput
- UVCamPlayerInput
References
Module | EnhancedInput |
Header | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedPlayerInput.h |
Include | #include "EnhancedPlayerInput.h" |
Syntax
USTRUCT&40;&41;
class UEnhancedPlayerInput : public UPlayerInput
Remarks
UEnhancedPlayerInput : UPlayerInput extensions for enhanced player input system
Variables
Type | Name | Description | |
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uint8: 1 | bIsFlushingInputThisFrame | If true, then FlushPressedKeys has been called and the input key state map has been flushed. |
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FName | CurrentlyInUseAnyKeySubstitute | If there is a key mapping to EKeys::AnyKey, we will keep track of what key was used when we first found a "Pressed" event. |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
---|---|---|---|
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const FInputActionInstance * | FindActionInstanceData
(
TObjectPtr< const UInputAction > ForAction |
Returns the action instance data for the given input action if there is any. |
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FInputActionValue | GetActionValue
(
TObjectPtr< const UInputAction > ForAction |
Retrieve the current value of an action for this player. |
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const TMap< TObjectPtr< const UInputMappingContext >, int32 > & | Note: Source reference only. | |
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float | Returns the Time Dilation value that is currently effecting this input. | |
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const TArray< FEnhancedActionKeyMapping > & | This player's version of the Action Mappings | |
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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. |
Overridden from UPlayerInput
Type | Name | Description | |
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void | Flushes the current key state. | |
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bool | InputKey
(
const FInputKeyParams& Params |
Handles a key input event. Returns true if there is an action that handles the specified key. |
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bool | IsKeyHandledByAction
(
FKey Key |
Causes key to be consumed if it is affecting an action. |
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void | ProcessInputStack
(
const TArray< UInputComponent* >& InputComponentStack, |
Applies modifiers and triggers without affecting keys read by the base input system. |