unreal.EnhancedInputSubsystemInterface
¶
- class unreal.EnhancedInputSubsystemInterface(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Interface
Enhanced Input Subsystem Interface
C++ Source:
Plugin: EnhancedInput
Module: EnhancedInput
File: EnhancedInputSubsystemInterface.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.
- 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) –