unreal.MapPlayerKeyArgs
¶
- class unreal.MapPlayerKeyArgs(mapping_name: Name = 'None', slot: PlayerMappableKeySlot = Ellipsis, new_key: Key = [], hardware_device_id: Name = 'None', profile_id: GameplayTag = Ellipsis, create_matching_slot_if_needed: bool = False, defer_on_settings_changed_broadcast: bool = False)¶
Bases:
StructBase
Arguments that can be used when mapping a player key
C++ Source:
Plugin: EnhancedInput
Module: EnhancedInput
File: EnhancedInputUserSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
create_matching_slot_if_needed
(bool): [Read-Write] If there is not a player mapping already with the same Slot and Hardware Device ID, then create a new mapping for this slot.defer_on_settings_changed_broadcast
(bool): [Read-Write] Defers setting changed delegates until the next frame if set to true.hardware_device_id
(Name): [Read-Write] An OPTIONAL specifier about what kind of hardware this mapping is for.mapping_name
(Name): [Read-Write] The name of the mapping for this key. This is either the default mapping name from an Input Action asset, or one that is overridden in the Input Mapping Context.new_key
(Key): [Read-Write] The new Key that this should be mapped toprofile_id
(GameplayTag): [Read-Write] The Key Mapping Profile identifier that this mapping should be set on. If this is empty, then the currently equipped profile will be used.slot
(PlayerMappableKeySlot): [Read-Write] What slot this key mapping is for
- property create_matching_slot_if_needed: bool¶
[Read-Write] If there is not a player mapping already with the same Slot and Hardware Device ID, then create a new mapping for this slot.
- Type:
(bool)
- property defer_on_settings_changed_broadcast: bool¶
[Read-Write] Defers setting changed delegates until the next frame if set to true.
- Type:
(bool)
- property hardware_device_id: Name¶
[Read-Write] An OPTIONAL specifier about what kind of hardware this mapping is for.
- Type:
(Name)
- property mapping_name: Name¶
[Read-Write] The name of the mapping for this key. This is either the default mapping name from an Input Action asset, or one that is overridden in the Input Mapping Context.
- Type:
(Name)
- property profile_id: GameplayTag¶
[Read-Write] The Key Mapping Profile identifier that this mapping should be set on. If this is empty, then the currently equipped profile will be used.
- Type:
- property slot: PlayerMappableKeySlot¶
[Read-Write] What slot this key mapping is for
- Type: