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 to

  • 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.

  • 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 new_key: Key

[Read-Write] The new Key that this should be mapped to

Type:

(Key)

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:

(GameplayTag)

property slot: PlayerMappableKeySlot

[Read-Write] What slot this key mapping is for

Type:

(PlayerMappableKeySlot)