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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerInput.h |
Include | #include "GameFramework/PlayerInput.h" |
Syntax
struct FKeyBind
Remarks
Struct containing mappings for legacy method of binding keys to exec commands.
Variables
Type | Name | Description | |
---|---|---|---|
uint8: 1 | Alt | Whether the alt key needs to be held when the key event occurs | |
uint8: 1 | bDisabled | ||
uint8: 1 | bIgnoreAlt | Whether the alt key must not be held when the key event occurs | |
uint8: 1 | bIgnoreCmd | Whether the command key must not be held when the key event occurs | |
uint8: 1 | bIgnoreCtrl | Whether the control key must not be held when the key event occurs | |
uint8: 1 | bIgnoreShift | Whether the shift key must not be held when the key event occurs | |
uint8: 1 | Cmd | Whether the command key needs to be held when the key event occurs | |
FString | Command | The command to execute when the key is pressed/released | |
uint8: 1 | Control | Whether the control key needs to be held when the key event occurs | |
FKey | Key | The key to be bound to the command | |
uint8: 1 | Shift | Whether the shift key needs to be held when the key event occurs |
Constructors
Type | Name | Description | |
---|---|---|---|
FKeyBind () |