unreal.EnhancedInputWorldSubsystem¶
- class unreal.EnhancedInputWorldSubsystem(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
WorldSubsystemPer world input subsystem that allows you to bind input delegates to actors without an owning Player Controller. This should be used when an actor needs to receive input delegates but will never have an owning Player Controller. For example, you can add input delegates to unlock a door when the user has a certain set of keys pressed. Be sure to enable input on the actor, or else the input delegates won’t fire!
Note: if you do have an actor with an owning Player Controller use the local player input subsystem instead.
C++ Source:
Plugin: EnhancedInput
Module: EnhancedInput
File: EnhancedInputSubsystems.h
- add_actor_input_component(actor) None¶
Adds this Actor’s input component onto the stack to be processed by this subsystem’s tick function
- Parameters:
actor (Actor)
- add_mapping_context(mapping_context, priority, options=[True, False, 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_tag_to_input_mode(tag_to_add, options=[True, False, False]) None¶
Adds the given “TagToAdd” to the current input mode tag container and triggers a rebuild of control mappings.
- Parameters:
tag_to_add (GameplayTag) – The gameplay tag to add to the current input mode tag container
options (ModifyContextOptions) – Options for how to treat the control mappings rebuild
- append_tags_to_input_mode(tags_to_add, options=[True, False, False]) None¶
Appends the given “TagsToAdd” to the current input mode tag container and triggers a rebuild of control mappings.
- Parameters:
tags_to_add (GameplayTagContainer) – The gameplay tag container to append
options (ModifyContextOptions) – Options for how to treat the control mappings rebuild
- 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_input_mode() GameplayTagContainer¶
Returns the current input mode set on Enhanced Input. This mode will control what mappings are currently being processed by the player. If the Input Mapping Context’s InputModeQuery is not empty and does not match this tag container, then it’s mappings will not be processed.
- Return type:
- get_user_settings() EnhancedInputUserSettings¶
Get User Settings
- Return type:
- 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_for_player_mapping(mapping_name, 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:
mapping_name (Name) – The name of the player mapping that can be used for look up an associated UInputAction object.
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.
- inject_input_vector_for_player_mapping(mapping_name, 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:
mapping_name (Name) – The name of the player mapping that can be used for look up an associated UInputAction object.
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_actor_input_component(actor) bool¶
Removes this Actor’s input component from the stack to be processed by this subsystem’s tick function
- remove_mapping_context(mapping_context, options=[True, False, 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_tag_from_input_mode(tag_to_remove, options=[True, False, False]) None¶
Removes the given tag from the current input mode and triggers a rebuild of control mappings.
- Parameters:
tag_to_remove (GameplayTag) – The tag to remove from the current input mode
options (ModifyContextOptions) – Options for how to treat the control mappings rebuild
- remove_tags_from_input_mode(tags_to_remove, options=[True, False, False]) None¶
Removes tags from the current input mode and triggers a rebuild of control mappings.
- Parameters:
tags_to_remove (GameplayTagContainer) – Tags to remove from the current input mode tag container
options (ModifyContextOptions) – Options for how to treat the control mappings rebuild
- request_rebuild_control_mappings(options=[True, False, 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)
- set_input_mode(new_mode, options=[True, False, False]) None¶
Sets the current input mode on the player and triggers a rebuild of control mappings.
- Parameters:
new_mode (GameplayTagContainer) – The new input mode tag container to use
options (ModifyContextOptions) – Options for how to treat the control mappings rebuild.
- start_continuous_input_injection_for_action(action, raw_value, modifiers, triggers) None¶
Starts simulation of input via injection. This injects the given input every tick until it is stopped with StopContinuousInputInjectionForAction.
- Parameters:
action (InputAction) – The Input Action to set inject input for
raw_value (InputActionValue) – 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.
- start_continuous_input_injection_for_player_mapping(mapping_name, raw_value, modifiers, triggers) None¶
Starts simulation of input via injection. This injects the given input every tick until it is stopped with StopContinuousInputInjectionForAction.
- Parameters:
mapping_name (Name) – The name of the player mapping that can be used for look up an associated UInputAction object.
raw_value (InputActionValue) – 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.
- stop_continuous_input_injection_for_action(action) None¶
Stops continuous input injection for the given action.
- Parameters:
action (InputAction) – The action to stop injecting input for
- stop_continuous_input_injection_for_player_mapping(mapping_name) None¶
Stops continuous input injection for the given player mapping name.
- Parameters:
mapping_name (Name) – The name of the player mapping that can be used for look up an associated UInputAction object.
- update_value_of_continuous_input_injection_for_action(action, raw_value) None¶
Update the value of a continuous input injection, preserving the state of triggers and modifiers.
- Parameters:
action (InputAction) – The Input Action to set inject input for
raw_value (InputActionValue) – The value to set the action to (the type will be controlled by the Action)
- update_value_of_continuous_input_injection_for_player_mapping(mapping_name, raw_value) None¶
Update the value of a continuous input injection for the given player mapping name, preserving the state of triggers and modifiers.
- Parameters:
mapping_name (Name) – The name of the player mapping that can be used for look up an associated UInputAction object.
raw_value (InputActionValue) – The value to set the action to (the type will be controlled by the Action)