Navigation
Unreal Engine C++ API Reference > Plugins > InputEditor
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UDynamicSubsystem
- UEditorSubsystem
- UEnhancedInputEditorSubsystem
References
Module | InputEditor |
Header | /Engine/Plugins/EnhancedInput/Source/InputEditor/Public/EnhancedInputEditorSubsystem.h |
Include | #include "EnhancedInputEditorSubsystem.h" |
Syntax
UCLASS&40;&41;
class UEnhancedInputEditorSubsystem :
public UEditorSubsystem,
public IEnhancedInputSubsystemInterface,
public FTickableGameObject
Remarks
The Enhanced Input Editor Subsystem can be used to process input outside of PIE within the editor. Calling StartConsumingInput will allow the input preprocessor to drive Input Action delegates to be fired in the editor.
This allows you to hook up Input Action delegates in Editor Utilities to make editor tools driven by input.
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
void | Adds all the default mapping contexts from the UEnhancedInputEditorSettings | |
![]() ![]() ![]() |
UWorld * | GetWorld () |
|
![]() |
bool | InputKey
(
const FInputKeyParams& Params |
Inputs a key on this subsystem's player input which can then be processed as normal during Tick. |
![]() ![]() ![]() ![]() |
bool | Returns true if this subsystem is currently consuming input | |
![]() ![]() ![]() |
bool | PopInputComponent
(
UInputComponent* InInputComponent |
Removes this input component onto the stack to be processed by this subsystem's tick function |
![]() ![]() ![]() |
void | PushInputComponent
(
UInputComponent* InInputComponent |
Pushes this input component onto the stack to be processed by this subsystem's tick function |
![]() |
void | Removes all the default mapping contexts from the UEnhancedInputEditorSettings | |
![]() ![]() ![]() |
void | Start the consumption of input messages in this subsystem. | |
![]() ![]() ![]() |
void | Tells this subsystem to stop ticking and consuming any input. |
Overridden from USubsystem
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | Deinitialize () |
Implement this for deinitialization of instances of the system |
![]() ![]() |
void | Initialize
(
FSubsystemCollectionBase& Collection |
Implement this for initialization of instances of the system |
![]() ![]() ![]() |
bool | ShouldCreateSubsystem
(
UObject* Outer |
Override to control if the Subsystem should be created at all. |
Overridden from IEnhancedInputSubsystemInterface
Type | Name | Description | |
---|---|---|---|
![]() ![]() ![]() |
UEnhancedPlayerInput * |
Overridden from FTickableGameObject
Type | Name | Description | |
---|---|---|---|
![]() ![]() ![]() |
UWorld * | ||
![]() ![]() ![]() |
bool | Used to determine whether the object should be ticked in the editor. |
Overridden from FTickableObjectBase
Type | Name | Description | |
---|---|---|---|
![]() ![]() ![]() |
TStatId | GetStatId () |
Return the stat id to use for this tickable |
![]() ![]() ![]() |
ETickableTickType | Virtual that can be overloaded by the inheriting class. | |
![]() ![]() ![]() |
bool | Virtual that can be overloaded by the inheriting class. | |
![]() ![]() |
void | Tick
(
float DeltaTime |
Pure virtual that must be overloaded by the inheriting class. |