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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UInputSettings
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputSettings.h |
Include | #include "GameFramework/InputSettings.h" |
Syntax
class UInputSettings : public UObject
Remarks
Project wide settings for input handling
Variables
Type | Name | Description | |
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TArray< struct FInputAxisConfigEntry > | AxisConfig | Properties of Axis controls |
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uint8: 1 | bAltEnterTogglesFullscreen | |
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uint8: 1 | bAlwaysShowTouchInterface | Should the touch input interface be shown always, or only when the platform has a touch screen? |
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uint8: 1 | bCaptureMouseOnLaunch | Controls if the viewport will capture the mouse on Launch of the application |
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uint8: 1 | bEnableDynamicComponentInputBinding | Should components that are dynamically added via the 'AddComponent' function at runtime have input delegates bound to them? |
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uint8: 1 | bEnableFOVScaling | Scale the mouse based on the player camera manager's field of view. |
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uint8: 1 | bEnableGestureRecognizer | Whether or not to use the gesture recognition system to convert touches in to gestures that can be bound and queried |
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uint8: 1 | bEnableInputDeviceSubsystem | If true, then the input device subsystem will be allowed to Initalize when the engine boots. |
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uint8: 1 | bEnableLegacyInputScales | Enable the use of legacy input scales on the player controller (InputYawScale, InputPitchScale, and InputRollScale) |
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uint8: 1 | bEnableMotionControls | If set to false, then the player controller's InputMotion function will never be called. |
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uint8: 1 | bEnableMouseSmoothing | Mouse smoothing control. |
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uint8: 1 | bF11TogglesFullscreen | |
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uint8: 1 | bFilterInputByPlatformUser | If true, then the PlayerController::InputKey function will only process an input event if it came from an input device that is owned by the PlayerController's Platform User. |
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uint8: 1 | bShouldFlushPressedKeysOnViewportFocusLost | If true, then the Player Controller will have it's Pressed Keys flushed when the input mode is changed to Game and UI mode or the game viewport loses focus. |
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uint8: 1 | bShowConsoleOnFourFingerTap | Whether or not to show the console on 4 finger tap, on mobile platforms |
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uint8: 1 | bUseAutocorrect | If enabled, virtual keyboards will have autocorrect enabled. |
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uint8: 1 | bUseMouseForTouch | Allow mouse to be used for touch. |
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TArray< FKey > | ConsoleKeys | The keys which open the console. |
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FSoftObjectPath | DefaultTouchInterface | The default on-screen touch input interface for the game (can be null to disable the onscreen interface) |
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EMouseCaptureMode | DefaultViewportMouseCaptureMode | The default mouse capture mode for the game viewport |
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EMouseLockMode | DefaultViewportMouseLockMode | The default mouse lock state behavior when the viewport acquires capture |
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float | DoubleClickTime | If a key is pressed twice in this amount of time it is considered a "double click" |
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TArray< FString > | ExcludedAutocorrectCultures | Disables autocorrect for these cultures, even if autocorrect is turned on. |
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TArray< FString > | ExcludedAutocorrectDeviceModels | Disables autocorrect for these device models, even if autocorrect is turned in. |
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TArray< FString > | ExcludedAutocorrectOS | Disables autocorrect for these operating systems, even if autocorrect is enabled. |
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float | FOVScale | The scaling value to multiply the field of view by. |
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FPerPlatformSettings | PlatformSettings | Platform specific settings for Input. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UInputSettings
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | AddActionMapping
(
const FInputActionKeyMapping& KeyMapping, |
Programmatically add an action mapping to the project defaults |
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void | AddActionMapping
(
FInputActionKeyMapping& NewMapping |
Append new mapping to existing list |
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void | AddAxisMapping
(
const FInputAxisKeyMapping& KeyMapping, |
Programmatically add an axis mapping to the project defaults |
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void | AddAxisMapping
(
FInputAxisKeyMapping& NewMapping |
Append new mapping to existing list |
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bool | DoesActionExist
(
const FName InActionName |
Finds unique action name based on existing action names |
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bool | DoesAxisExist
(
const FName InAxisName |
Finds unique axis name based on existing action names |
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bool | DoesSpeechExist
(
const FName InSpeechName |
Finds unique speech name based on existing speech names |
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void | When changes are made to the default mappings, push those changes out to PlayerInput key maps | |
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void | GetActionMappingByName
(
const FName InActionName, |
|
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const TArray< FInputActionKeyMapping > & | Ask for all the action mappings | |
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const FName | Get the member name for the details panel | |
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void | GetActionNames
(
TArray< FName >& ActionNames |
Populate a list of all defined action names |
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const TArray< FName > & | Returns all known legacy action and axis names that is useful for properties that you want a drop down selection of the available names on a UPROPERTY i.e. | |
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void | GetAxisMappingByName
(
const FName InAxisName, |
Retrieve all axis mappings by a certain name. |
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const TArray< FInputAxisKeyMapping > & | Ask for all the axis mappings | |
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const FName | Get the member name for the details panel | |
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void | GetAxisNames
(
TArray< FName >& AxisNames |
Populate a list of all defined axis names |
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UClass * | ||
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UClass * | Class accessors. | |
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UInputSettings * | Returns the game local input settings (action mappings, axis mappings, etc...) | |
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const TArray< FInputActionSpeechMapping > & | Ask for all the speech mappings | |
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FName | GetUniqueActionName
(
const FName BaseActionMappingName |
Finds unique action name based on existing action names |
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FName | GetUniqueAxisName
(
const FName BaseAxisMappingName |
Finds unique axis name based on existing action names |
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void | RemoveActionMapping
(
const FInputActionKeyMapping& KeyMapping, |
Programmatically remove an action mapping to the project defaults |
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void | RemoveAxisMapping
(
const FInputAxisKeyMapping& KeyMapping, |
Programmatically remove an axis mapping to the project defaults |
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void | ||
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void | Flush the current mapping values to the config file | |
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void | SetDefaultInputComponentClass
(
TSubclassOf< UInputComponent > NewDefaultInputComponentClass |
Set the default input component class. |
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void | SetDefaultPlayerInputClass
(
TSubclassOf< UPlayerInput > NewDefaultPlayerInputClass |
Set the default player input class. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
This alternate version of PostEditChange is called when properties inside structs are modified. |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostReloadConfig
(
FProperty* PropertyThatWasLoaded |
Called from ReloadConfig after the object has reloaded its configuration data. |
See Also
https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html