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API > API/Plugins > API/Plugins/EnhancedInput > API/Plugins/EnhancedInput/UserSettings
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEnhancedPlayerMappableKeyProfile
References
| Module | EnhancedInput |
| Header | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/UserSettings/EnhancedInputUserSettings.h |
| Include | #include "UserSettings/EnhancedInputUserSettings.h" |
Syntax
UCLASS&40;BlueprintType&41;
class UEnhancedPlayerMappableKeyProfile : public UObject
Remarks
Represents one "Profile" that a user can have for their player mappable keys
Variables
| Type | Name | Description | |
|---|---|---|---|
| FText | DisplayName | The localized display name of this profile | |
| FPlatformUserId | OwningUserId | The platform user id of the owning Local Player of this profile. | |
| TMap< FName, FKeyMappingRow > | PlayerMappedKeys | A map of "Mapping Row Name" to all key mappings associated with it. | |
| FGameplayTag | ProfileIdentifier | The ID of this profile. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | DoesMappingPassQueryOptions
(
const FPlayerKeyMapping& PlayerMapping, |
Returns true if the given player key mapping passes the query filter provided. | |
| void | A helper function to print out all the current profile settings to the log. | ||
| void | EquipProfile () |
Equips the current key profile. | |
| FPlayerKeyMapping * | FindKeyMapping
(
const FMapPlayerKeyArgs& InArgs |
Returns a pointer to the player key mapping that fits with the given arguments. | |
| const FKeyMappingRow * | FindKeyMappingRow
(
const FName InMappingName |
Get all the key mappings associated with the given mapping name on this profile | |
| FKeyMappingRow * | FindKeyMappingRowMutable
(
const FName InMappingName |
Get all the key mappings associated with the given mapping name on this profile | |
| int32 | GetMappedKeysInRow
(
const FName MappingName, |
Returns all FKey's bound to the given mapping Name on this profile. | |
| int32 | GetMappingNamesForKey
(
const FKey& InKey, |
Populates the OutMappedMappingNames with every mapping on this profile that has a mapping to the given key. | |
| int32 | GetPlayerMappedKeysForRebuildControlMappings
(
const FEnhancedActionKeyMapping& DefaultMapping, |
Called during IEnhancedInputSubsystemInterface::RebuildControlMappings, this provides your user settings the opportunity to decide what key mappings get added for a given FEnhancedActionKeyMapping, and applied to the player. | |
| const TMap< FName, FKeyMappingRow > & | Get all known key mappings for this profile. | ||
| const FText & | Get the localized display name for this profile | ||
| const FGameplayTag & | |||
| void | K2_FindKeyMapping
(
FPlayerKeyMapping& OutKeyMapping, |
||
| int32 | QueryPlayerMappedKeys
(
const FPlayerMappableKeyQueryOptions& Options, |
Populates the OutKeys array with any player mapped FKeys for the given default mapping. | |
| void | ResetMappingToDefault
(
const FName InMappingName |
Resets every player key mapping to this mapping back to it's default value | |
| void | Resets all the key mappings in this profile to their default value from their Input Mapping Context. | ||
| void | SetDisplayName
(
const FText& NewDisplayName |
||
| FString | ToString () |
Returns a string that can be used to debug the current key mappings. | |
| void | UnEquips the current profile. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | Because the key mapping profile is serialized as a subobject of the UEnhancedInputUserSettings and requires some custom serialization logic, you should not override the Serialize method on your custom key profile. |