unreal.InputComponent
¶
- class unreal.InputComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
ActorComponent
Implement an Actor component for input bindings.
An Input Component is a transient component that enables an Actor to bind various forms of input events to delegate functions. Input components are processed from a stack managed by the PlayerController and processed by the PlayerInput. Each binding can consume the input event preventing other components on the input stack from processing the input. see: https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html
C++ Source:
Module: Engine
File: InputComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- get_controller_analog_key_state(key) float ¶
Returns the analog value for the given key/button. If analog isn’t supported, returns 1 for down and 0 for up. deprecated: Use PlayerController.GetInputAnalogKeyState instead.
- get_controller_analog_stick_state(which_stick) -> (stick_x=float, stick_y=float)¶
Retrieves the X and Y displacement of the given analog stick. For WhickStick, 0 = left, 1 = right. deprecated: Use PlayerController.GetInputAnalogStickState instead.
- Parameters:
which_stick (ControllerAnalogStick) –
- Returns:
stick_x (float):
stick_y (float):
- Return type:
tuple
- get_controller_key_time_down(key) float ¶
Returns how long the given key/button has been down. Returns 0 if it’s up or it just went down this frame. deprecated: Use PlayerController.GetInputKeyTimeDown instead.
- get_controller_mouse_delta() -> (delta_x=float, delta_y=float)¶
Retrieves how far the mouse moved this frame. deprecated: Use PlayerController.GetInputMouseDelta instead.
- Returns:
delta_x (float):
delta_y (float):
- Return type:
tuple
- get_controller_vector_key_state(key) Vector ¶
Returns the vector value for the given key/button. deprecated: Use PlayerController.GetInputVectorKeyState instead.
- get_touch_state(finger_index) -> (location_x=float, location_y=float, is_currently_pressed=bool)¶
Returns the location of a touch, and if it’s held down deprecated: Use PlayerController.GetInputTouchState instead.
- Parameters:
finger_index (int32) –
- Returns:
location_x (float):
location_y (float):
is_currently_pressed (bool):
- Return type:
tuple
- is_controller_key_down(key) bool ¶
Returns true if the given key/button is pressed on the input of the controller (if present) deprecated: Use PlayerController.IsInputKeyDown instead.