unreal.InputSettings
¶
- class unreal.InputSettings(outer=None, name='None')¶
Bases:
unreal.Object
Project wide settings for input handling see: https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html
C++ Source:
Module: Engine
File: InputSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
action_mappings
(Array(InputActionKeyMapping)): [Read-Write] List of Action Mappingsalt_enter_toggles_fullscreen
(bool): [Read-Write] Alt Enter Toggles Fullscreenalways_show_touch_interface
(bool): [Read-Write] Should the touch input interface be shown always, or only when the platform has a touch screen?axis_config
(Array(InputAxisConfigEntry)): [Read-Write] List of Axis Propertiesaxis_mappings
(Array(InputAxisKeyMapping)): [Read-Write] List of Axis Mappingscapture_mouse_on_launch
(bool): [Read-Write] Controls if the viewport will capture the mouse on Launch of the applicationconsole_keys
(Array(Key)): [Read-Write] The keys which open the console.default_input_component_class
(Class): [Read-Write] Default class type for pawn input components.default_player_input_class
(Class): [Read-Write] Default class type for player input object. May be overridden by player controller.default_touch_interface
(SoftObjectPath): [Read-Write] The default on-screen touch input interface for the game (can be null to disable the onscreen interface)default_viewport_mouse_capture_mode
(MouseCaptureMode): [Read-Write] The default mouse capture mode for the game viewportdefault_viewport_mouse_lock_mode
(MouseLockMode): [Read-Write] The default mouse lock state behavior when the viewport acquires capturedouble_click_time
(float): [Read-Write] If a key is pressed twice in this amount of time it is considered a “double click”enable_fov_scaling
(bool): [Read-Write] Scale the mouse based on the player camera manager’s field of viewenable_gesture_recognizer
(bool): [Read-Write] Whether or not to use the gesture recognition system to convert touches in to gestures that can be bound and queriedenable_mouse_smoothing
(bool): [Read-Write] Mouse smoothing controlexcluded_autocorrect_cultures
(Array(str)): [Read-Write] Disables autocorrect for these cultures, even if autocorrect is turned on. These should be ISO-compliant language and country codes, such as “en” or “en-US”.excluded_autocorrect_device_models
(Array(str)): [Read-Write] Disables autocorrect for these device models, even if autocorrect is turned in. Model IDs listed here will match against the start of the device’s model (e.g., “SM-” will match all device model IDs that start with “SM-“). This is currently only supported on Android devices.excluded_autocorrect_os
(Array(str)): [Read-Write] Disables autocorrect for these operating systems, even if autocorrect is enabled. Use the format “[platform] [osversion]” (e.g., “iOS 11.2” or “Android 6”). More specific versions will disable autocorrect for fewer devices (“iOS 11” will disable autocorrect for all devices running iOS 11, but “iOS 11.2.2” will not disable autocorrect for devices running 11.2.1).f11_toggles_fullscreen
(bool): [Read-Write] F11Toggles Fullscreenfov_scale
(float): [Read-Write] The scaling value to multiply the field of view byshow_console_on_four_finger_tap
(bool): [Read-Write] Whether or not to show the console on 4 finger tap, on mobile platformsspeech_mappings
(Array(InputActionSpeechMapping)): [Read-Write] List of Speech Mappingsuse_autocorrect
(bool): [Read-Write] If enabled, virtual keyboards will have autocorrect enabled. Currently only supported on mobile devices.use_mouse_for_touch
(bool): [Read-Write] Allow mouse to be used for touch
- add_action_mapping(key_mapping, force_rebuild_keymaps=True) → None¶
Programmatically add an action mapping to the project defaults
- Parameters
key_mapping (InputActionKeyMapping) –
force_rebuild_keymaps (bool) –
- add_axis_mapping(key_mapping, force_rebuild_keymaps=True) → None¶
Programmatically add an axis mapping to the project defaults
- Parameters
key_mapping (InputAxisKeyMapping) –
force_rebuild_keymaps (bool) –
- force_rebuild_keymaps() → None¶
When changes are made to the default mappings, push those changes out to PlayerInput key maps
- get_action_mapping_by_name(action_name)¶
Get Action Mapping by Name
- Parameters
action_name (Name) –
- Returns
out_mappings (Array(InputActionKeyMapping)):
- Return type
- get_action_names()¶
Populate a list of all defined action names
- get_axis_mapping_by_name(axis_name)¶
Retrieve all axis mappings by a certain name.
- Parameters
axis_name (Name) –
- Returns
out_mappings (Array(InputAxisKeyMapping)):
- Return type
- get_axis_names()¶
Populate a list of all defined axis names
- classmethod get_input_settings() → InputSettings¶
Returns the game local input settings (action mappings, axis mappings, etc…)
- Returns
- Return type
- remove_action_mapping(key_mapping, force_rebuild_keymaps=True) → None¶
Programmatically remove an action mapping to the project defaults
- Parameters
key_mapping (InputActionKeyMapping) –
force_rebuild_keymaps (bool) –
- remove_axis_mapping(key_mapping, force_rebuild_keymaps=True) → None¶
Programmatically remove an axis mapping to the project defaults
- Parameters
key_mapping (InputAxisKeyMapping) –
force_rebuild_keymaps (bool) –