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Project wide settings for input handling
| Name | UInputSettings |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputSettings.h |
| Include Path | #include "GameFramework/InputSettings.h" |
Syntax
UCLASS (Config=Input, defaultconfig, MinimalAPI)
class UInputSettings : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInputSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UInputSettings
(
const FObjectInitializer& ObjectInitializer |
GameFramework/InputSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AxisConfig | TArray< struct FInputAxisConfigEntry > | Properties of Axis controls | GameFramework/InputSettings.h |
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| bAltEnterTogglesFullscreen | uint8 | GameFramework/InputSettings.h |
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| bAlwaysShowTouchInterface | uint8 | Should the touch input interface be shown always, or only when the platform has a touch screen? | GameFramework/InputSettings.h |
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| bCaptureMouseOnLaunch | uint8 | Controls if the viewport will capture the mouse on Launch of the application | GameFramework/InputSettings.h |
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| bEnabledLegacyMappingDeprecationWarnings | uint8 | If true, then any input action or axis mappings which are marked as deprecated will throw a warning. | GameFramework/InputSettings.h |
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| bEnableDynamicComponentInputBinding | uint8 | Should components that are dynamically added via the 'AddComponent' function at runtime have input delegates bound to them? | GameFramework/InputSettings.h |
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| bEnableFOVScaling | uint8 | Scale the mouse based on the player camera manager's field of view. | GameFramework/InputSettings.h |
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| bEnableGestureRecognizer | uint8 | Whether or not to use the gesture recognition system to convert touches in to gestures that can be bound and queried | GameFramework/InputSettings.h |
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| bEnableLegacyInputScales | uint8 | Enable the use of legacy input scales on the player controller (InputYawScale, InputPitchScale, and InputRollScale) | GameFramework/InputSettings.h |
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| bEnableMotionControls | uint8 | If set to false, then the player controller's InputMotion function will never be called. | GameFramework/InputSettings.h |
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| bEnableMouseSmoothing | uint8 | Mouse smoothing control. | GameFramework/InputSettings.h |
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| bF11TogglesFullscreen | uint8 | GameFramework/InputSettings.h |
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| bFilterInputByPlatformUser | uint8 | 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. | GameFramework/InputSettings.h |
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| bShouldFlushPressedKeysOnViewportFocusLost | uint8 | 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. | GameFramework/InputSettings.h |
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| bShowConsoleOnFourFingerTap | uint8 | Whether or not to show the console on 4 finger tap, on mobile platforms | GameFramework/InputSettings.h |
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| bUseAutocorrect | uint8 | If enabled, virtual keyboards will have autocorrect enabled. | GameFramework/InputSettings.h |
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| bUseMouseForTouch | uint8 | Allow mouse to be used for touch. | GameFramework/InputSettings.h |
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| ConsoleKeys | TArray< FKey > | The keys which open the console. | GameFramework/InputSettings.h |
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| DefaultTouchInterface | FSoftObjectPath | The default on-screen touch input interface for the game (can be null to disable the onscreen interface) | GameFramework/InputSettings.h |
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| DefaultViewportMouseCaptureMode | EMouseCaptureMode | The default mouse capture mode for the game viewport | GameFramework/InputSettings.h |
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| DefaultViewportMouseLockMode | EMouseLockMode | The default mouse lock state behavior when the viewport acquires capture | GameFramework/InputSettings.h |
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| DoubleClickTime | float | If a key is pressed twice in this amount of time it is considered a "double click" | GameFramework/InputSettings.h |
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| ExcludedAutocorrectCultures | TArray< FString > | Disables autocorrect for these cultures, even if autocorrect is turned on. | GameFramework/InputSettings.h |
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| ExcludedAutocorrectDeviceModels | TArray< FString > | Disables autocorrect for these device models, even if autocorrect is turned in. | GameFramework/InputSettings.h |
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| ExcludedAutocorrectOS | TArray< FString > | Disables autocorrect for these operating systems, even if autocorrect is enabled. | GameFramework/InputSettings.h |
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| FOVScale | float | The scaling value to multiply the field of view by. | GameFramework/InputSettings.h |
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| PlatformSettings | FPerPlatformSettings | Platform specific settings for Input. | GameFramework/InputSettings.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActionMappings | TArray< struct FInputActionKeyMapping > | List of Action Mappings | GameFramework/InputSettings.h |
|
| AxisMappings | TArray< struct FInputAxisKeyMapping > | List of Axis Mappings | GameFramework/InputSettings.h |
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| DefaultInputComponentClass | TSoftClassPtr< UInputComponent > | Default class type for pawn input components. | GameFramework/InputSettings.h |
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| DefaultPlayerInputClass | TSoftClassPtr< UPlayerInput > | Default class type for player input object. May be overridden by player controller. | GameFramework/InputSettings.h |
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| DeprecatedActionAndAxisNames | TSet< FName > | List of FNames, where each name is either an Action or Axis mapping, which are marked as deprecated. | GameFramework/InputSettings.h |
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| SpeechMappings | PRAGMA_DISABLE_DEPRECATION_WARNINGSTArray< struct FInputActionSpeechMapping > | List of Speech Mappings | GameFramework/InputSettings.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddActionMapping
(
const FInputActionKeyMapping& KeyMapping, |
Programmatically add an action mapping to the project defaults | GameFramework/InputSettings.h |
|
void AddActionMapping
(
FInputActionKeyMapping& NewMapping |
Append new mapping to existing list | GameFramework/InputSettings.h | |
void AddAxisMapping
(
const FInputAxisKeyMapping& KeyMapping, |
Programmatically add an axis mapping to the project defaults | GameFramework/InputSettings.h |
|
void AddAxisMapping
(
FInputAxisKeyMapping& NewMapping |
Append new mapping to existing list | GameFramework/InputSettings.h | |
bool DoesActionExist
(
const FName InActionName |
Finds unique action name based on existing action names | GameFramework/InputSettings.h | |
bool DoesAxisExist
(
const FName InAxisName |
Finds unique axis name based on existing action names | GameFramework/InputSettings.h | |
bool DoesSpeechExist
(
const FName InSpeechName |
Finds unique speech name based on existing speech names | GameFramework/InputSettings.h | |
void ForceRebuildKeymaps() |
When changes are made to the default mappings, push those changes out to PlayerInput key maps | GameFramework/InputSettings.h |
|
void GetActionMappingByName
(
const FName InActionName, |
GameFramework/InputSettings.h |
|
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const TArray< FInputActionKeyMapping > & GetActionMappings() |
Ask for all the action mappings | GameFramework/InputSettings.h | |
| Populate a list of all defined action names | GameFramework/InputSettings.h |
|
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void GetAxisMappingByName
(
const FName InAxisName, |
Retrieve all axis mappings by a certain name. | GameFramework/InputSettings.h |
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const TArray< FInputAxisKeyMapping > & GetAxisMappings() |
Ask for all the axis mappings | GameFramework/InputSettings.h | |
| Populate a list of all defined axis names | GameFramework/InputSettings.h |
|
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PRAGMA_DISABLE_DEPRECATION_WARNINGS const TArray< FInputActionSpeechMapping > & GetSpeechMappings() |
Ask for all the speech mappings | GameFramework/InputSettings.h | |
| Finds unique action name based on existing action names | GameFramework/InputSettings.h | ||
| Finds unique axis name based on existing action names | GameFramework/InputSettings.h | ||
bool IsActionMappingDeprecated
(
const FName ActionName |
GameFramework/InputSettings.h | ||
void RemoveActionMapping
(
const FInputActionKeyMapping& KeyMapping, |
Programmatically remove an action mapping to the project defaults | GameFramework/InputSettings.h |
|
void RemoveAxisMapping
(
const FInputAxisKeyMapping& KeyMapping, |
Programmatically remove an axis mapping to the project defaults | GameFramework/InputSettings.h |
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void RemoveInvalidKeys() |
GameFramework/InputSettings.h | ||
void SaveKeyMappings() |
Flush the current mapping values to the config file | GameFramework/InputSettings.h |
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void SetActionMappingDeprecated
(
const FName ActionName, |
GameFramework/InputSettings.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
GameFramework/InputSettings.h | ||
virtual void PostInitProperties() |
GameFramework/InputSettings.h | ||
virtual void PostReloadConfig
(
FProperty* PropertyThatWasLoaded |
GameFramework/InputSettings.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FName GetActionMappingsPropertyName() |
Get the member name for the details panel | GameFramework/InputSettings.h | |
static const TArray< FName > & GetAllActionAndAxisNames () |
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. | GameFramework/InputSettings.h | |
static const FName GetAxisMappingsPropertyName() |
Get the member name for the details panel | GameFramework/InputSettings.h | |
static UClass * GetDefaultInputComponentClass() |
GameFramework/InputSettings.h | ||
static UClass * GetDefaultPlayerInputClass() |
Class accessors. | GameFramework/InputSettings.h | |
static UInputSettings * GetInputSettings() |
Returns the game local input settings (action mappings, axis mappings, etc...) | GameFramework/InputSettings.h |
|
static void SetDefaultInputComponentClass
(
TSubclassOf< UInputComponent > NewDefaultInputComponentClass |
Set the default input component class. | GameFramework/InputSettings.h | |
static void SetDefaultPlayerInputClass
(
TSubclassOf< UPlayerInput > NewDefaultPlayerInputClass |
Set the default player input class. | GameFramework/InputSettings.h |