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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.
| Name | UVCamInputSettings |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/VirtualCameraCore/Source/VCamCore/Public/Input/VCamInputSettings.h |
| Include Path | #include "Input/VCamInputSettings.h" |
Syntax
UCLASS (Config=Game, defaultconfig)
class UVCamInputSettings : public UDeveloperSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDeveloperSettings → UVCamInputSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DefaultInputProfile | FName | The profile that VCam components should default to. | Input/VCamInputSettings.h |
|
| InputProfiles | TMap< FName, FVCamInputProfile > | A bunch of profiles that components can switch between | Input/VCamInputSettings.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Input/VCamInputSettings.h |
|
||
virtual void PostInitProperties() |
Input/VCamInputSettings.h | ||
void SetDefaultInputProfile
(
const FName NewDefaultInputProfile |
Sets DefaultInputProfile and saves it out to the config. | Input/VCamInputSettings.h |
|
void SetInputProfiles
(
const TMap< FName, FVCamInputProfile >& NewInputProfiles |
Updates InputProfiles and save it out to the config. | Input/VCamInputSettings.h |
|
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UVCamInputSettings * GetVCamInputSettings() |
Gets the settings object. | Input/VCamInputSettings.h |
|