unreal.EnhancedInputLocalPlayerSubsystem

class unreal.EnhancedInputLocalPlayerSubsystem(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: LocalPlayerSubsystem

Per local player input subsystem

C++ Source:

  • Plugin: EnhancedInput

  • Module: EnhancedInput

  • File: EnhancedInputSubsystems.h

Editor Properties: (see get_editor_property/set_editor_property)

  • control_mappings_rebuilt_delegate (OnControlMappingsRebuilt): [Read-Write] Control Mappings Rebuilt Delegate: Blueprint Event that is called at the end of any frame that Control Mappings have been rebuilt.

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:
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:
Returns:

The number of mappings that have been replaced

Return type:

int32

clear_all_mappings() None

Remove all applied mapping contexts.

property control_mappings_rebuilt_delegate: OnControlMappingsRebuilt

[Read-Write] Control Mappings Rebuilt Delegate: Blueprint Event that is called at the end of any frame that Control Mappings have been rebuilt.

Type:

(OnControlMappingsRebuilt)

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:

Array[EnhancedActionKeyMapping]

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.

Parameters:

mapping_name (Name) – The FName of the mapped key that would have been set with the AddPlayerMappedKey function.

Return type:

Key

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:
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.

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:

Array[Key]

query_map_key_in_active_context_set(input_context, action, key, blocking_issues) -> (MappingQueryResult, out_issues=Array[MappingQueryIssue])

= DefaultMappingIssues::StandardFatal

Parameters:
Returns:

out_issues (Array[MappingQueryIssue]):

Return type:

Array[MappingQueryIssue]

query_map_key_in_context_set(prioritized_active_contexts, input_context, action, key, blocking_issues) -> (MappingQueryResult, out_issues=Array[MappingQueryIssue])

= DefaultMappingIssues::StandardFatal

Parameters:
Returns:

out_issues (Array[MappingQueryIssue]):

Return type:

Array[MappingQueryIssue]

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:
remove_player_mappable_config(config, options=[True, False]) None

Removes all the input mapping contexts inside of this mappable config.

Parameters:
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:
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: