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Struct containing mappings for legacy method of binding keys to exec commands.
| Name | FKeyBind |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerInput.h |
| Include Path | #include "GameFramework/PlayerInput.h" |
Syntax
USTRUCT ()
struct FKeyBind
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FKeyBind() |
GameFramework/PlayerInput.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Alt | uint8 | Whether the alt key needs to be held when the key event occurs | GameFramework/PlayerInput.h |
|
| bDisabled | uint8 | GameFramework/PlayerInput.h |
|
|
| bIgnoreAlt | uint8 | Whether the alt key must not be held when the key event occurs | GameFramework/PlayerInput.h |
|
| bIgnoreCmd | uint8 | Whether the command key must not be held when the key event occurs | GameFramework/PlayerInput.h |
|
| bIgnoreCtrl | uint8 | Whether the control key must not be held when the key event occurs | GameFramework/PlayerInput.h |
|
| bIgnoreShift | uint8 | Whether the shift key must not be held when the key event occurs | GameFramework/PlayerInput.h |
|
| Cmd | uint8 | Whether the command key needs to be held when the key event occurs | GameFramework/PlayerInput.h |
|
| Command | FString | The command to execute when the key is pressed/released | GameFramework/PlayerInput.h |
|
| Control | uint8 | Whether the control key needs to be held when the key event occurs | GameFramework/PlayerInput.h |
|
| Key | FKey | The key to be bound to the command | GameFramework/PlayerInput.h |
|
| Shift | uint8 | Whether the shift key needs to be held when the key event occurs | GameFramework/PlayerInput.h |
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