unreal.CommonInputSubsystem

class unreal.CommonInputSubsystem(outer: Object | None = None, name: Name | str = 'None')

Bases: 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]

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: InputMethodChangedDelegate

[Read-Write]

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