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API > API/Plugins > API/Plugins/EnhancedInput
Inheritance Hierarchy
- UPlayerInput
- UEnhancedPlayerInput
- UDisplayClusterPlayerInput
- UVCamPlayerInput
References
| Module | EnhancedInput |
| Header | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedPlayerInput.h |
| Include | #include "EnhancedPlayerInput.h" |
Syntax
UCLASS (Config=Input, Transient)
class UEnhancedPlayerInput : public UPlayerInput
Remarks
UEnhancedPlayerInput : UPlayerInput extensions for enhanced player input system
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bIsFlushingInputThisFrame | If true, then FlushPressedKeys has been called and the input key state map has been flushed. | |
| 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. | |
| TMap< TObjectPtr< const UInputAction >, FKeyConsumptionOptions > | KeyConsumptionData | Array of data that represents what keys should be consumed if an enhanced input action is in a specific triggered state | |
| TMap< FKey, bool > | KeyDownPrevious | We need to grab the down states of all keys before calling Super::ProcessInputStack as it will leave bDownPrevious in the same state as bDown (i.e. this frame, not last). |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | EvaluateInputDelegates
(
const TArray< UInputComponent* >& InputComponentStack, |
||
| void | EvaluateKeyMapState
(
const float DeltaTime, |
||
| const FInputActionInstance * | FindActionInstanceData
(
TObjectPtr< const UInputAction > ForAction |
Returns the action instance data for the given input action if there is any. | |
| void | |||
| FInputActionValue | GetActionValue
(
TObjectPtr< const UInputAction > ForAction |
Retrieve the current value of an action for this player. | |
| const TMap< TObjectPtr< const UInputMappingContext >, int32 > & | Note: Source reference only. | ||
| float | Returns the Time Dilation value that is currently effecting this input. | ||
| const TArray< FEnhancedActionKeyMapping > & | This player's version of the Action Mappings | ||
| 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. | |
| bool | InputKey
(
const FInputKeyParams& Params |
||
| bool | IsKeyHandledByAction
(
FKey Key |
Causes key to be consumed if it is affecting an action. | |
| 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. | |
| void | ProcessInputStack
(
const TArray< UInputComponent* >& InputComponentStack, |
Applies modifiers and triggers without affecting keys read by the base input system. |