unreal.InputAction
¶
-
class
unreal.
InputAction
(outer=None, name='None')¶ Bases:
unreal.DataAsset
Input action definition. These are instanced per player (via FInputActionInstance)
C++ Source:
Plugin: EnhancedInput
Module: EnhancedInput
File: InputAction.h
Editor Properties: (see get_editor_property/set_editor_property)
consume_input
(bool): [Read-Write] Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?modifiers
(Array(InputModifier)): [Read-Write] Modifiers are applied to the final action value. These are applied sequentially in array order. They are applied on top of any FEnhancedActionKeyMapping modifiers that drove the initial inputreserve_all_mappings
(bool): [Read-Write] This action’s mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE: It is the responsibility of the author of the mapping code to enforce this!trigger_when_paused
(bool): [Read-Write] Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPausedtriggers
(Array(InputTrigger)): [Read-Write] Trigger qualifiers. If any trigger qualifiers exist the action will not trigger unless: At least one Explicit trigger in this list is be met. All Implicit triggers in this list are met.value_type
(InputActionValueType): [Read-Write] The type that this action returns from a GetActionValue query or action event
-
property
consume_input
¶ [Read-Only] Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?
- Type
(bool)
-
property
modifiers
¶ [Read-Write] Modifiers are applied to the final action value. These are applied sequentially in array order. They are applied on top of any FEnhancedActionKeyMapping modifiers that drove the initial input
- Type
-
property
reserve_all_mappings
¶ It is the responsibility of the author of the mapping code to enforce this!
- Type
(bool)
- Type
[Read-Only] This action’s mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE
-
property
trigger_when_paused
¶ [Read-Only] Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused
- Type
(bool)
-
property
triggers
¶ [Read-Write] Trigger qualifiers. If any trigger qualifiers exist the action will not trigger unless: At least one Explicit trigger in this list is be met. All Implicit triggers in this list are met.
- Type
-
property
value_type
¶ [Read-Only] The type that this action returns from a GetActionValue query or action event
- Type