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Unreal Engine C++ API Reference > Plugins > EnhancedInput
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDataAsset
- UInputAction
References
Module | EnhancedInput |
Header | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputAction.h |
Include | #include "InputAction.h" |
Syntax
UCLASS&40;BlueprintType&41;
class UInputAction : public UDataAsset
Remarks
An Input Action is a logical representation of something the user can do, such as "Jump" or "Crouch". These are what your gameplay code binds to in order to listen for input state changes. For most scenarios your gameplay code should be listening for the "Triggered" event on an input action. This will allow for the most scalable and customizable input configuration because you can add different triggers for each key mapping in the Input Mapping Context.
They are the conceptual equivalent to "Action" and "Axis" mapping names from the Legacy Input System.
Note: These are instanced per player (via FInputActionInstance)
Variables
Type | Name | Description | |
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EInputActionAccumulationBehavior | AccumulationBehavior | This defines how the value of this input action will be calcuated in the case that there are multiple key mappings to the same input action. |
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FText | ActionDescription | A localized descriptor of this input action. |
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bool | bConsumeInput | Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions? |
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bool | bReserveAllMappings | This action's mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE: It is the responsibility of the author of the mapping code to enforce this! |
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bool | bTriggerWhenPaused | Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused. |
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TArray< TObjectPtr< UInputModifier > > | Modifiers | Modifiers are applied to the final action value. |
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FModifiersChanged | OnModifiersChanged | |
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FTriggersChanged | OnTriggersChanged | |
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TObjectPtr< UPlayerMappableKeySettings > | PlayerMappableKeySettings | Holds setting information about this Action Input for setting screen and save purposes. |
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TArray< TObjectPtr< UInputTrigger > > | Triggers | Trigger qualifiers. |
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EInputActionValueType | ValueType | The type that this action returns from a GetActionValue query or action event. |
Functions
Type | Name | Description | |
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const TObjectPtr< UPlayerMappableKeySettings > & | Returns the Player Mappable Key Settings for this Input Action. | |
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ETriggerEventsSupported | Returns a bitmask of supported trigger events that is built from each UInputTrigger on this Action. |
Overridden from UObject
Type | Name | Description | |
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EDataValidationResult | IsDataValid
(
FDataValidationContext& Context |
Generic function to validate objects during changelist validations, etc. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Track actions that have had their ValueType changed to update blueprints referencing them. |
Typedefs
Name | Description |
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FModifiersChanged | |
FTriggersChanged |
Constants
Name | Description |
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ActionsWithModifiedTriggers | |
ActionsWithModifiedValueTypes |