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Struct that exists to store runtime cache to make key to action lookups faster.
| Name | FCachedKeyToActionInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/InputComponent.h |
| Include Path | #include "Components/InputComponent.h" |
Syntax
USTRUCT ()
struct FCachedKeyToActionInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCachedKeyToActionInfo() |
Components/InputComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnyKeyToActionMap | TArray< TSharedPtr< FInputActionBinding > > | Keep the AnyKey to action map separately as we don't want to have query the map to find it every time. | Components/InputComponent.h | |
| KeyMapBuiltForIndex | uint32 | What index of the player input's key mappings was the map built for. | Components/InputComponent.h | |
| KeyToActionMap | TMap< FKey, TArray< TSharedPtr< FInputActionBinding > > > | Reverse lookup map to speed up evaluation of action bindings. | Components/InputComponent.h | |
| PlayerInput | TWeakObjectPtr< UPlayerInput > | Which PlayerInput object this has been built for | Components/InputComponent.h |