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API > API/Plugins > API/Plugins/InputEditor
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.
| Name | UEnhancedInputEditorSubsystem |
| Type | class |
| Header File | /Engine/Plugins/EnhancedInput/Source/InputEditor/Public/EnhancedInputEditorSubsystem.h |
| Include Path | #include "EnhancedInputEditorSubsystem.h" |
Syntax
UCLASS ()
class UEnhancedInputEditorSubsystem :
public UEditorSubsystem,
public IEnhancedInputSubsystemInterface ,
public FTickableGameObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UDynamicSubsystem → UEditorSubsystem → UEnhancedInputEditorSubsystem
- FTickableObjectBase → FTickableGameObject → UEnhancedInputEditorSubsystem
Implements Interfaces
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsCurrentlyConsumingInput | bool | If true, then this subsystem will Tick and process input delegates. | EnhancedInputEditorSubsystem.h | |
| CurrentInputStack | TArray< TWeakObjectPtr< UInputComponent > > | Internal. This is the current stack of InputComponents that is being processed by the PlayerInput. | EnhancedInputEditorSubsystem.h |
|
| InputPreprocessor | TSharedPtr< FEnhancedInputEditorProcessor > | Input processor that is created on Initalize. | EnhancedInputEditorSubsystem.h | |
| PlayerInput | TObjectPtr< UEnhancedPlayerInput > | The player input that is processing the input within this subsystem | EnhancedInputEditorSubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddDefaultMappingContexts() |
Adds all the default mapping contexts from the UEnhancedInputEditorSettings | EnhancedInputEditorSubsystem.h | |
virtual void Deinitialize() |
EnhancedInputEditorSubsystem.h | ||
TStatId GetStatId() |
EnhancedInputEditorSubsystem.h | ||
virtual UWorld * GetTickableGameObjectWorld() |
EnhancedInputEditorSubsystem.h | ||
virtual ETickableTickType GetTickableTickType() |
EnhancedInputEditorSubsystem.h | ||
virtual UWorld * GetWorld() |
EnhancedInputEditorSubsystem.h | ||
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
EnhancedInputEditorSubsystem.h | ||
bool InputKey
(
const FInputKeyEventArgs& Params |
Inputs a key on this subsystem's player input which can then be processed as normal during Tick. | EnhancedInputEditorSubsystem.h | |
bool IsConsumingInput() |
Returns true if this subsystem is currently consuming input | EnhancedInputEditorSubsystem.h |
|
virtual bool IsTickable() |
EnhancedInputEditorSubsystem.h | ||
virtual bool IsTickableInEditor() |
EnhancedInputEditorSubsystem.h | ||
bool PopInputComponent
(
UInputComponent* InInputComponent |
Removes this input component onto the stack to be processed by this subsystem's tick function | EnhancedInputEditorSubsystem.h |
|
void PushInputComponent
(
UInputComponent* InInputComponent |
Pushes this input component onto the stack to be processed by this subsystem's tick function | EnhancedInputEditorSubsystem.h |
|
void RemoveDefaultMappingContexts() |
Removes all the default mapping contexts from the UEnhancedInputEditorSettings | EnhancedInputEditorSubsystem.h | |
virtual bool ShouldCreateSubsystem
(
UObject* Outer |
EnhancedInputEditorSubsystem.h | ||
void StartConsumingInput () |
Start the consumption of input messages in this subsystem. | EnhancedInputEditorSubsystem.h |
|
void StopConsumingInput () |
Tells this subsystem to stop ticking and consuming any input. | EnhancedInputEditorSubsystem.h |
|
virtual void Tick
(
float DeltaTime |
EnhancedInputEditorSubsystem.h |
Overridden from IEnhancedInputSubsystemInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UEnhancedPlayerInput * GetPlayerInput() |
EnhancedInputEditorSubsystem.h |
Protected
Overridden from IEnhancedInputSubsystemInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TMap< TObjectPtr< const UInputAction >, FInjectedInput > & GetContinuouslyInjectedInputs() |
EnhancedInputEditorSubsystem.h |