unreal.InputAction
¶
- class unreal.InputAction(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DataAsset
Input action definition. These are instanced per player (via FInputActionInstance)
C++ Source:
Plugin: EnhancedInput
Module: EnhancedInput
File: InputAction.h
Editor Properties: (see get_editor_property/set_editor_property)
action_description
(Text): [Read-Write] A localized descriptor of this input actionconsume_input
(bool): [Read-Write] Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?modifiers
(Array[InputModifier]): [Read-Write] Modifiers are applied to the final action value. These are applied sequentially in array order. They are applied on top of any FEnhancedActionKeyMapping modifiers that drove the initial inputplayer_mappable_key_settings
(PlayerMappableKeySettings): [Read-Write] Holds setting information about this Action Input for setting screen and save purposes.reserve_all_mappings
(bool): [Read-Write] This action’s mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE: It is the responsibility of the author of the mapping code to enforce this!trigger_when_paused
(bool): [Read-Write] Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPausedtriggers
(Array[InputTrigger]): [Read-Write] Trigger qualifiers. If any trigger qualifiers exist the action will not trigger unless: At least one Explicit trigger in this list has been met. All Implicit triggers in this list are met.value_type
(InputActionValueType): [Read-Write] The type that this action returns from a GetActionValue query or action event
- property action_description: Text¶
[Read-Only] A localized descriptor of this input action
- Type:
(Text)
- property consume_input: bool¶
[Read-Only] Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?
- Type:
(bool)
- property modifiers: None¶
[Read-Write] Modifiers are applied to the final action value. These are applied sequentially in array order. They are applied on top of any FEnhancedActionKeyMapping modifiers that drove the initial input
- Type:
- property player_mappable_key_settings: PlayerMappableKeySettings¶
[Read-Write] Holds setting information about this Action Input for setting screen and save purposes.
- Type:
- property reserve_all_mappings: bool¶
It is the responsibility of the author of the mapping code to enforce this!
- Type:
(bool)
- Type:
[Read-Only] This action’s mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE
- property trigger_when_paused: bool¶
[Read-Only] Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused
- Type:
(bool)
- property triggers: None¶
[Read-Write] Trigger qualifiers. If any trigger qualifiers exist the action will not trigger unless: At least one Explicit trigger in this list has been met. All Implicit triggers in this list are met.
- Type:
- property value_type: InputActionValueType¶
[Read-Only] The type that this action returns from a GetActionValue query or action event
- Type: