unreal.EnhancedInputEditorSubsystem
¶
- class unreal.EnhancedInputEditorSubsystem(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
EditorSubsystem
The Enhanced Input Editor Subsystem can be used to process input outside of PIE within the editor. Calling StartConsumingInput will allow the input preprocessor to drive Input Action delegates to be fired in the editor.
This allows you to hook up Input Action delegates in Editor Utilities to make editor tools driven by input.
C++ Source:
Plugin: EnhancedInput
Module: InputEditor
File: EnhancedInputEditorSubsystem.h
- add_mapping_context(mapping_context, priority, options=[True, False]) None ¶
Add a control mapping context.
- Parameters:
mapping_context (InputMappingContext) – A set of key to action mappings to apply to this player
priority (int32) – Higher priority mappings will be applied first and, if they consume input, will block lower priority mappings.
options (ModifyContextOptions) – Options to consider when adding this mapping context.
- add_player_mappable_config(config, options=[True, False]) None ¶
Adds all the input mapping contexts inside of this mappable config.
- Parameters:
config (PlayerMappableInputConfig) –
options (ModifyContextOptions) –
- add_player_mapped_key(mapping_name, new_key, options=[True, False]) int32 ¶
Replace any currently applied mappings to this key mapping with the given new one. Requests a rebuild of the player mappings.
- Parameters:
mapping_name (Name) –
new_key (Key) –
options (ModifyContextOptions) –
- Returns:
The number of mappings that have been replaced
- Return type:
int32
- get_all_player_mappable_action_key_mappings() Array[EnhancedActionKeyMapping] ¶
Get an array of the currently applied key mappings that are marked as Player Mappable.
- Return type:
- get_player_mapped_key(mapping_name) Key ¶
Get the player mapped key to the given mapping name. If there is not a player mapped key, then this will return EKeys::Invalid.
- has_mapping_context(mapping_context) int32 or None ¶
Check if a mapping context is applied to this subsystem’s owner.
- Parameters:
mapping_context (InputMappingContext) – The mapping context to search for on the subsystem’s owner.
- Returns:
True if the mapping context is applied
out_found_priority (int32): The priority of the mapping context if it is applied. -1 if the context is not applied
- Return type:
int32 or None
- inject_input_for_action(action, raw_value, modifiers, triggers) None ¶
Input simulation via injection. Runs modifiers and triggers delegates as if the input had come through the underlying input system as FKeys. Applies action modifiers and triggers on top.
- Parameters:
action (InputAction) – The Input Action to set inject input for
raw_value (InputActionValue) – The value to set the action to
modifiers (Array[InputModifier]) – The modifiers to apply to the injected input.
triggers (Array[InputTrigger]) – The triggers to apply to the injected input.
- inject_input_vector_for_action(action, value, modifiers, triggers) None ¶
Input simulation via injection. Runs modifiers and triggers delegates as if the input had come through the underlying input system as FKeys. Applies action modifiers and triggers on top.
- Parameters:
action (InputAction) – The Input Action to set inject input for
value (Vector) – The value to set the action to (the type will be controlled by the Action)
modifiers (Array[InputModifier]) – The modifiers to apply to the injected input.
triggers (Array[InputTrigger]) – The triggers to apply to the injected input.
- is_consuming_input() bool ¶
Returns true if this subsystem is currently consuming input
- Return type:
- pop_input_component(input_component) bool ¶
Removes this input component onto the stack to be processed by this subsystem’s tick function
- Parameters:
input_component (InputComponent) –
- Return type:
- push_input_component(input_component) None ¶
Pushes this input component onto the stack to be processed by this subsystem’s tick function
- Parameters:
input_component (InputComponent) –
- query_keys_mapped_to_action(action) Array[Key] ¶
Returns the keys mapped to the given action in the active input mapping contexts.
- Parameters:
action (InputAction) –
- Return type:
- query_map_key_in_active_context_set(input_context, action, key, blocking_issues) -> (MappingQueryResult, out_issues=Array[MappingQueryIssue])¶
= DefaultMappingIssues::StandardFatal
- Parameters:
input_context (InputMappingContext) –
action (InputAction) –
key (Key) –
blocking_issues (MappingQueryIssueFlag) –
- Returns:
out_issues (Array[MappingQueryIssue]):
- Return type:
- query_map_key_in_context_set(prioritized_active_contexts, input_context, action, key, blocking_issues) -> (MappingQueryResult, out_issues=Array[MappingQueryIssue])¶
= DefaultMappingIssues::StandardFatal
- Parameters:
prioritized_active_contexts (Array[InputMappingContext]) –
input_context (InputMappingContext) –
action (InputAction) –
key (Key) –
blocking_issues (MappingQueryIssueFlag) –
- Returns:
out_issues (Array[MappingQueryIssue]):
- Return type:
- remove_all_player_mapped_keys(options=[True, False]) None ¶
Remove All PlayerMappedKeys Requests a rebuild of the player mappings.
- Parameters:
options (ModifyContextOptions) –
- remove_mapping_context(mapping_context, options=[True, False]) None ¶
Remove a specific control context. This is safe to call even if the context is not applied.
- Parameters:
mapping_context (InputMappingContext) – Context to remove from the player
options (ModifyContextOptions) – Options to consider when removing this input mapping context
- remove_player_mappable_config(config, options=[True, False]) None ¶
Removes all the input mapping contexts inside of this mappable config.
- Parameters:
config (PlayerMappableInputConfig) –
options (ModifyContextOptions) –
- remove_player_mapped_key(mapping_name, options=[True, False]) int32 ¶
Remove any player mappings with to the given action Requests a rebuild of the player mappings.
- Parameters:
mapping_name (Name) –
options (ModifyContextOptions) –
- Returns:
The number of mappings that have been removed
- Return type:
int32
- request_rebuild_control_mappings(options=[True, False], rebuild_type=InputMappingRebuildType.REBUILD) None ¶
Flag player for reapplication of all mapping contexts at the end of this frame. This is called automatically when adding or removing mappings contexts.
- Parameters:
options (ModifyContextOptions) – Options to consider when removing this input mapping context
rebuild_type (InputMappingRebuildType) –