UEnhancedInputComponent

Implement an Actor component for input bindings.

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Inheritance Hierarchy

References

Module

EnhancedInput

Header

/Engine/Plugins/Experimental/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputComponent.h

Include

#include "EnhancedInputComponent.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Input, HideCategories=(Activation, "Components|Activation"))
class UEnhancedInputComponent : public UInputComponent

Remarks

Implement an Actor component for input bindings.

An Enhanced Input Component is a transient component that enables an Actor to bind enhanced actions to delegate functions, or monitor those actions. Input components are processed from a stack managed by the PlayerController and processed by the PlayerInput. These bindings will not consume input events, but this behaviour can be replicated using UInputMappingContext::Priority.

Constructors

Name Description

Public function

UEnhancedInputComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

FEnhancedInp...

 

BindAction

(
    const UInputAction* Action,
    ETriggerEvent TriggerEvent,
    UserClass* Object,
    typename FEnhancedInputActionHandle...
)

Public function

FInputAction...

 

BindAction

(
    const FName ActionName,
    const EInputEvent KeyEvent,
    UserClass* Object,
    typename DelegateType::template TUO...,
    VarTypes... Vars
)

Public function

FEnhancedInp...

 

BindAction

(
    const UInputAction* Action,
    ETriggerEvent TriggerEvent,
    UserClass* Object,
    FuncType Func,
    VarTypes... Vars
)

Public function

FInputAction...

 

BindAction

(
    const FName ActionName,
    const EInputEvent KeyEvent,
    UserClass* Object,
    typename FInputActionHandlerWithKey...
)

Public function

FInputAction...

 

BindAction

(
    const FName ActionName,
    const EInputEvent KeyEvent,
    UserClass* Object,
    typename FInputActionHandlerSignatu...
)

Delete all InputComponent binding helpers. Indicates intentions going forward and improves intellisense/VAX when working with EnhancedInputCompoennts.

Public function

FEnhancedInp...

 

BindAction

(
    const UInputAction* Action,
    ETriggerEvent TriggerEvent,
    UObject* Object,
    FName FunctionName
)

Binds to an object UFUNCTION

Public function

FEnhancedInp...

 

BindAction

(
    const UInputAction* Action,
    ETriggerEvent TriggerEvent,
    UserClass* Object,
    typename FEnhancedInputActionHandle...
)

Public function

FEnhancedInp...

 

BindAction

(
    const UInputAction* Action,
    ETriggerEvent TriggerEvent,
    UserClass* Object,
    typename FEnhancedInputActionHandle...
)

Public function

FEnhancedInp...

 

BindActionValue

(
    const UInputAction* Action
)

Binds a UInputAction assigned via UInputMappingContext to this component.

Public function

FInputAxisBi...

 

BindAxis

(
    const FName AxisName,
    UserClass* Object,
    typename FInputAxisHandlerSignature...
)

Public function

FInputAxisBi...

 

BindAxis

(
    const FName AxisName
)

Public function

FInputAxisKe...

 

BindAxisKey

(
    const FKey AxisKey,
    UserClass* Object,
    typename FInputAxisHandlerSignature...
)

Public function

FInputAxisKe...

 

BindAxisKey

(
    const FKey AxisKey
)

Public function

FInputDebugK...

 

BindDebugKey

(
    const FInputChord Chord,
    const EInputEvent KeyEvent,
    UObject* Object,
    FName FunctionName,
    bool bExecuteWhenPaused
)

Binds to an object UFUNCTION

Public function

FInputDebugK...

 

BindDebugKey

(
    const FInputChord Chord,
    const EInputEvent KeyEvent,
    UserClass* Object,
    typename FInputDebugKeyHandlerSigna...,
    bool bExecuteWhenPaused
)

Binds a chord event to a delegate function in development builds only.

Public function

FInputGestur...

 

BindGesture

(
    const FKey GestureKey,
    UserClass* Object,
    typename FInputGestureHandlerSignat...
)

Public function

FInputKeyBin...

 

BindKey

(
    const FKey Key,
    const EInputEvent KeyEvent,
    UserClass* Object,
    typename FInputActionHandlerSignatu...
)

Public function

FInputKeyBin...

 

BindKey

(
    const FInputChord Chord,
    const EInputEvent KeyEvent,
    UserClass* Object,
    typename FInputActionHandlerSignatu...
)

Public function

FInputTouchB...

 

BindTouch

(
    const EInputEvent KeyEvent,
    UserClass* Object,
    typename FInputTouchHandlerSignatur...
)

Public function

FInputVector...

 

BindVectorAxis

(
    const FKey AxisKey,
    UserClass* Object,
    typename FInputVectorAxisHandlerSig...
)

Public function

FInputVector...

 

BindVectorAxis

(
    const FKey AxisKey
)

Public function

void

 

ClearActionEventBindings()

Removes all action bindings.

Public function

void

 

ClearActionValueBindings()

Public function

void

 

ClearDebugKeyBindings()

Public function Const

const TArray...

 

GetActionEventBindings()

Gets all action bindings of type

Public function Const

const TArray...

 

GetActionValueBindings()

Public function Const

FInputAction...

 

GetBoundActionValue

(
    const UInputAction* Action
)

Helper function to pull the action value for a bound action value.

Public function Const

const TArray...

 

GetDebugKeyBindings()

Public function Const

bool

 

HasBindings()

Checks whether this component has any input bindings.

Public function

bool

 

RemoveActionEventBinding

(
    const int32 BindingIndex
)

Removes the action binding at the specified index.

Public function

bool

 

RemoveActionValueBinding

(
    const int32 BindingIndex
)

Public function

bool

 

RemoveBinding

(
    const FInputBindingHandle& Binding...
)

Removes an arbitrary binding

Public function

bool

 

RemoveBindingByHandle

(
    const uint32 Handle
)

Removes the binding with the specified handle. Binding handles are unique across all bindings.

Public function

bool

 

RemoveDebugKeyBinding

(
    const int32 BindingIndex
)

See Also

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