unreal.DisplayClusterPlayerInput¶
- class unreal.DisplayClusterPlayerInput(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
EnhancedPlayerInputAn object within PlayerController that processes player input.
This one is nDisplay specific implementation. It’s responsible for replication of UE native input within a cluster to support simulation determinism. Various input sync policies might be implemented here.
C++ Source:
Plugin: nDisplay
Module: DisplayCluster
File: DisplayClusterPlayerInput.h
Editor Properties: (see get_editor_property/set_editor_property)
debug_exec_bindings(Array[KeyBind]): [Read-Write] Generic bindings of keys to Exec()-compatible strings for development purposes onlyinverted_axis(Array[Name]): [Read-Write] List of Axis Mappings that have been inverted