Navigation
API > API/Plugins > API/Plugins/InputEditor
A collection of useful individual user settings when using the EnhancedInputEditorSubsystem.
| Name | UEnhancedInputEditorSettings |
| Type | class |
| Header File | /Engine/Plugins/EnhancedInput/Source/InputEditor/Public/EnhancedInputEditorSettings.h |
| Include Path | #include "EnhancedInputEditorSettings.h" |
Syntax
UCLASS (MinimalAPI, Config=EditorPerProjectUserSettings,
Meta=(DisplayName="Enhanced Input Editor Settings"))
class UEnhancedInputEditorSettings : public UDeveloperSettingsBackedByCVars
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDeveloperSettings → UDeveloperSettingsBackedByCVars → UEnhancedInputEditorSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UEnhancedInputEditorSettings() |
EnhancedInputEditorSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAutomaticallyStartConsumingInput | uint8 | If true, then the UEnhancedInputEditorSubsystem will be started when it is initalized | EnhancedInputEditorSettings.h |
|
| bLogAllInput | uint8 | If true then the Enhanced Input Editor subsystem will log all input that is being processed by it (keypresses, analog values, etc) Note: This can produce A LOT of logs, so only use this if you are debugging something. | EnhancedInputEditorSettings.h |
|
| VisibleEventPinsByDefault | uint8 | A bitmask of what event pins are visible when you place an Input Action event node in blueprints. | EnhancedInputEditorSettings.h |
|