unreal.InputActionInstance
¶
-
class
unreal.
InputActionInstance
(triggers=[], per_input_modifiers=[], final_value_modifiers=[], elapsed_processed_time=0.0, elapsed_triggered_time=0.0, trigger_event=0)¶ Bases:
unreal.StructBase
Run time queryable action instance Generated from UInputAction templates above
C++ Source:
Plugin: EnhancedInput
Module: EnhancedInput
File: InputAction.h
Editor Properties: (see get_editor_property/set_editor_property)
elapsed_processed_time
(float): [Read-Write] Total trigger processing/evaluation time (How long this action has been in event Started, Ongoing, or Triggeredelapsed_triggered_time
(float): [Read-Write] Triggered time (How long this action has been in event Triggered only)final_value_modifiers
(Array(InputModifier)): [Read-Write] Final Value modifiers are only applied at the action level, once all inputs have been processed.per_input_modifiers
(Array(InputModifier)): [Read-Write] Per Input modifiers are applied at the mapping level for each input and can be added to mappings directly or to actions (auto-applied to all mappings bound to the action).trigger_event
(TriggerEvent): [Read-Write] Trigger statetriggers
(Array(InputTrigger)): [Read-Write] TODO: These triggers/modifiers will get ticked NumMappingsAffectingThisAction times per tick, which could cause issues with their internal state tracking if they aren’t aware of this. Provide an action/mapping level indicator to the ticker functions? Duplicate triggers at mapping level? TODO: Just hold a duplicate of the UInputAction in here? TODO: Restrict blueprint access to triggers and modifiers?
-
property
elapsed_processed_time
¶ [Read-Only] Total trigger processing/evaluation time (How long this action has been in event Started, Ongoing, or Triggered
- Type
(float)
-
property
elapsed_triggered_time
¶ [Read-Only] Triggered time (How long this action has been in event Triggered only)
- Type
(float)
-
property
final_value_modifiers
¶ [Read-Only] Final Value modifiers are only applied at the action level, once all inputs have been processed.
- Type
-
property
per_input_modifiers
¶ [Read-Only] Per Input modifiers are applied at the mapping level for each input and can be added to mappings directly or to actions (auto-applied to all mappings bound to the action).
- Type
-
property
trigger_event
¶ [Read-Only] Trigger state
- Type
-
property
triggers
¶ These triggers/modifiers will get ticked NumMappingsAffectingThisAction times per tick, which could cause issues with their internal state tracking if they aren’t aware of this. Provide an action/mapping level indicator to the ticker functions? Duplicate triggers at mapping level? TODO: Just hold a duplicate of the UInputAction in here? TODO: Restrict blueprint access to triggers and modifiers?
- Type
- Type
[Read-Only] TODO