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API > API/Plugins > API/Plugins/VCamCore > API/Plugins/VCamCore/Input
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDeveloperSettings
- UVCamInputSettings
References
| Module | VCamCore |
| Header | /Engine/Plugins/VirtualProduction/VirtualCameraCore/Source/VCamCore/Public/Input/VCamInputSettings.h |
| Include | #include "Input/VCamInputSettings.h" |
Syntax
UCLASS (Config=Game, defaultconfig)
class UVCamInputSettings : public UDeveloperSettings
Remarks
These settings store input profiles.
When a modifier is activated, it registers its UVCamModifier::InputMappingContext (IMC). The mapping context maps enhanced input actions to default keys. An input profile rebinds the default keys to new values. The name of the profile key is the name that was used for the binding in the IMC.
You can switch between configured profiles by calling UVCamComponent::SetInputProfileFromName or editing UVCamComponent::InputProfile in the details panel.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FName | DefaultInputProfile | The profile that VCam components should default to. | |
| TMap< FName, FVCamInputProfile > | InputProfiles | A bunch of profiles that components can switch between |
Functions
| Type | Name | Description | |
|---|---|---|---|
| TArray< FName > | |||
| UVCamInputSettings * | Gets the settings object. | ||
| void | SetDefaultInputProfile
(
const FName NewDefaultInputProfile |
Sets DefaultInputProfile and saves it out to the config. | |
| void | SetInputProfiles
(
const TMap< FName, FVCamInputProfile >& NewInputProfiles |
Updates InputProfiles and save it out to the config. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |