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UInputTriggerCombo All actions in the combo array must be completed (based on combo completion event specified - triggered, completed, etc.) to trigger the action this trigger is on. Actions must also be completed in the order specified by the combo actions array (starting at index 0). Note: This will only trigger for one frame before resetting the combo trigger's progress
| Name | UInputTriggerCombo |
| Type | class |
| Header File | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputTriggers.h |
| Include Path | #include "InputTriggers.h" |
Syntax
UCLASS (MinimalAPI, NotBlueprintable,
Meta=(DisplayName="Combo (Beta)", NotInputConfigurable="true"))
class UInputTriggerCombo : public UInputTrigger
Inheritance Hierarchy
- UInputTrigger → UInputTriggerCombo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UInputTriggerCombo() |
InputTriggers.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ComboActions | TArray< FInputComboStepData > | List of input actions that need to be completed (according to Combo Step Completion States) to trigger this action. | InputTriggers.h |
|
| InputCancelActions | TArray< FInputCancelAction > | Actions that will cancel the combo if they are completed (according to Cancellation States) | InputTriggers.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ETriggerEventsSupported GetSupportedTriggerEvents() |
Determines what kind of trigger events can happen from the behavior of this trigger. | InputTriggers.h | |
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
InputTriggers.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ETriggerType GetTriggerType_Implementation() |
Implicit, so action cannot fire unless this is firing. | InputTriggers.h | |
virtual ETriggerState UpdateState_Implementation
(
const UEnhancedPlayerInput* PlayerInput, |
InputTriggers.h |