unreal.CommonInputSubsystem

class unreal.CommonInputSubsystem(outer=None, name='None')

Bases: unreal.LocalPlayerSubsystem

Common Input Subsystem

C++ Source:

  • Plugin: CommonUI

  • Module: CommonInput

  • File: CommonInputSubsystem.h

Editor Properties: (see get_editor_property/set_editor_property)

  • on_input_method_changed (InputMethodChangedDelegate): [Read-Write] On Input Method Changed

get_current_gamepad_name() Name

Get Current Gamepad Name

Return type

Name

get_current_input_type() CommonInputType

The current input type based on the last input received on the device.

Return type

CommonInputType

get_default_input_type() CommonInputType

The default input type for the current platform.

Return type

CommonInputType

is_input_method_active(input_method) bool

Is Input Method Active

Parameters

input_method (CommonInputType) –

Return type

bool

is_using_pointer_input() bool

Is Using Pointer Input

Return type

bool

property on_input_method_changed

[Read-Write] On Input Method Changed

Type

(InputMethodChangedDelegate)

set_current_input_type(new_input_type) None

Set Current Input Type

Parameters

new_input_type (CommonInputType) –

set_gamepad_input_type(gamepad_input_type) None

Set Gamepad Input Type

Parameters

gamepad_input_type (Name) –

should_show_input_keys() bool

Should display indicators for the current input device on screen. This is needed when capturing videos, but we don’t want to reveal the capture source device.

Return type

bool