unreal.EnhancedInputSubsystemInterface
¶
- class unreal.EnhancedInputSubsystemInterface(outer=None, name='None')¶
Bases:
unreal.Interface
Enhanced Input Subsystem Interface
C++ Source:
Plugin: EnhancedInput
Module: EnhancedInput
File: EnhancedInputSubsystemInterface.h
- add_mapping_context(mapping_context, priority) → 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.
- has_mapping_context(mapping_context) → bool¶
- Check if a mapping context is applied to this subsystem’s owner.
// TODO: BlueprintPure would be nicer. Move into library?
- Parameters
mapping_context (InputMappingContext) –
- Returns
- Return type
- query_keys_mapped_to_action(action)¶
Returns the keys mapped to the given action in the active input mapping contexts.
- Parameters
action (InputAction) –
- Returns
- 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_mapping_context(mapping_context) → 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
- request_rebuild_control_mappings(force_immediately=False) → 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
force_immediately (bool) – THe mapping changes will be applied synchronously, rather than at the end of the frame, making them available to the input system on the same frame.