unreal.InputVCamSubsystem

class unreal.InputVCamSubsystem(outer: Object | None = None, name: Name | str = 'None')

Bases: VCamSubsystem

Handles all input for UVCamComponent. Essentially maps input devices to UVCamComponents, similar like APlayerController does for gameplay code.

C++ Source:

  • Plugin: VirtualCameraCore

  • Module: VCamCore

  • File: InputVCamSubsystem.h

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.

clear_all_mappings() None

Remove all applied mapping contexts.

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:

Array[EnhancedActionKeyMapping]

get_user_settings() EnhancedInputUserSettings

Get User Settings

Return type:

EnhancedInputUserSettings

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:
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:

Array[Key]

query_map_key_in_active_context_set(input_context, action, key, blocking_issues) -> (MappingQueryResult, out_issues=Array[MappingQueryIssue])

= DefaultMappingIssues::StandardFatal

Parameters:
Returns:

out_issues (Array[MappingQueryIssue]):

Return type:

Array[MappingQueryIssue]

query_map_key_in_context_set(prioritized_active_contexts, input_context, action, key, blocking_issues) -> (MappingQueryResult, out_issues=Array[MappingQueryIssue])

= DefaultMappingIssues::StandardFatal

Parameters:
Returns:

out_issues (Array[MappingQueryIssue]):

Return type:

Array[MappingQueryIssue]

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:
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:
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)