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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that create a 'Modify Context Options' from its members
Inputs
| Type | Name | Description |
|---|---|---|
| boolean | Ignore All Pressed Keys Until Release | If true, then any keys that are "down" or "pressed" during the rebuild of control mappings willnot be processed by Enhanced Input until after they are "released".For example, if you are adding a mapping context with a key mapping to "X",and the player is holding down "X" while that IMC is added,there will not be a "Triggered" event until the player releases "X" and presses it again.If this is set to false for the above example, then the "Triggered" would fire immediatelyas soon as the IMC is finished being added.Default: TrueNote: This will only do something for keys bound to boolean Input Action types.Note: This includes all keys that the player has pressed, not just the keys that are previously mapped in Enhanced Input beforethe call to RebuildControlMappings. |
| boolean | Force Immediately | The mapping changes will be applied synchronously, rather than at the end of the frame,making them available to the input system on the same frame.This is not recommended to be set to true if you are adding multiple mapping contextsas it will have poor performance.Default: False |
| boolean | Notify User Settings | If true, then this Mapping Context will be registered or unregistered with theEnhanced Input User Settings on this subsystem, if they exist.Default: FalseNote: You need to enable and configure your UEnhancedInputUserSettings class in the projectsettings for this to do anything. |
Outputs
| Type | Name | Description |
|---|---|---|
| struct | Modify Context Options |