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 Triggered

  • elapsed_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 state

  • triggers (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

(Array(InputModifier))

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

(Array(InputModifier))

property trigger_event

[Read-Only] Trigger state

Type

(TriggerEvent)

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

(Array(InputTrigger))

Type

[Read-Only] TODO