unreal.InputActionInstance
¶
- class unreal.InputActionInstance(triggers=[], modifiers=[], elapsed_processed_time=0.0, elapsed_triggered_time=0.0, trigger_event=0)¶
Bases:
unreal.StructBase
Run time queryable action instance Generated from UInputAction templates above
C++ Source:
Plugin: EnhancedInput
Module: EnhancedInput
File: InputAction.h
Editor Properties: (see get_editor_property/set_editor_property)
elapsed_processed_time
(float): [Read-Write] Total trigger processing/evaluation time (How long this action has been in event Started, Ongoing, or Triggeredelapsed_triggered_time
(float): [Read-Write] Triggered time (How long this action has been in event Triggered only)final_value_modifiers
(Array(InputModifier)): [Read-Write] Final Value Modifiers deprecated: Moved to Modifiers.modifiers
(Array(InputModifier)): [Read-Write] Modifiersper_input_modifiers
(Array(InputModifier)): [Read-Write] Per Input Modifiers deprecated: Moved to Modifiers.trigger_event
(TriggerEvent): [Read-Write] Trigger statetriggers
(Array(InputTrigger)): [Read-Write] TODO: Just hold a duplicate of the UInputAction in here? TODO: Restrict blueprint access to triggers and modifiers?
- property elapsed_processed_time¶
[Read-Only] Total trigger processing/evaluation time (How long this action has been in event Started, Ongoing, or Triggered
- Type
(float)
- property elapsed_triggered_time¶
[Read-Only] Triggered time (How long this action has been in event Triggered only)
- Type
(float)
- property final_value_modifiers¶
[Read-Write] Final Value Modifiers deprecated: Moved to Modifiers.
- Type
- property modifiers¶
[Read-Only] Modifiers
- Type
- property per_input_modifiers¶
[Read-Write] Per Input Modifiers deprecated: Moved to Modifiers.
- Type
- property trigger_event¶
[Read-Only] Trigger state
- Type
- property triggers¶
Just hold a duplicate of the UInputAction in here? TODO: Restrict blueprint access to triggers and modifiers?
- Type
- Type
[Read-Only] TODO