unreal.GameplayAbilityInputBinds
¶
-
class
unreal.
GameplayAbilityInputBinds
¶ Bases:
unreal.EnumBase
This is an example input binding enum for GameplayAbilities. Your project may want to create its own. The MetaData default bind keys (LMB, RMB, Q, E, etc) are a convenience for designers setting up abilities sets or whatever other data you have that gives an ability with a default key binding. Actual key binding is up to DefaultInput.ini
E.g., “Ability1” is the command string that is bound to AbilitySystemComponent::ActivateAbility(1). The Meta data only suggests that you are binding “Ability1” to LMB by default in your projects DefaultInput.ini.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayAbilitySet.h
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ABILITY1
¶ 0
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ABILITY2
¶ 1
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ABILITY3
¶ 2
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ABILITY4
¶ 3
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ABILITY5
¶ 4
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ABILITY6
¶ 5
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ABILITY7
¶ 6
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ABILITY8
¶ 7
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ABILITY9
¶ 8