UEnhancedInputLibrary

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Inheritance Hierarchy

References

Module

EnhancedInput

Header

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

Include

#include "EnhancedInputLibrary.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UEnhancedInputLibrary : public UBlueprintFunctionLibrary

Functions

Name Description

Public function Static UFunction BlueprintPure, Category, Meta

void

 

BreakInputActionValue

(
    FInputActionValue InActionValue,
    float& X,
    float& Y,
    float& Z
)

Breaks an ActionValue into X, Y, Z. Axes not supported by value type will be 0.

Public function Static UFunction BlueprintPure, Meta blueprintinternaluseonly

float

 

Conv_InputActionValueToAxis1D

(
    FInputActionValue InValue
)

Interpret an InputActionValue as a 1D axis (float) input

Public function Static UFunction BlueprintPure, Meta blueprintinternaluseonly

FVector2D

 

Conv_InputActionValueToAxis2D

(
    FInputActionValue InValue
)

Interpret an InputActionValue as a 2D axis (Vector2D) input

Public function Static UFunction BlueprintPure, Meta blueprintinternaluseonly

FVector

 

Conv_InputActionValueToAxis3D

(
    FInputActionValue ActionValue
)

Interpret an InputActionValue as a 3D axis (Vector) input

Public function Static UFunction BlueprintPure, Meta blueprintinternaluseonly

bool

 

Conv_InputActionValueToBool

(
    FInputActionValue InValue
)

Interpret an InputActionValue as a boolean input

Public function Static

void

 

ForEachSubsystem

(
    TFunctionRef< void...
)

Call SubsystemPredicate on each registered player and standalone enhanced input subsystem.

Public function Static UFunction BlueprintPure, Meta blueprintinternaluseonly

FInputAction...

 

GetBoundActionValue

(
    AActor* Actor,
    const UInputAction* Action
)

GetInputActionvalue internal accessor function for actions that have been bound to from a UEnhancedInputComponent.

Public function Static UFunction BlueprintPure, Category, Meta

FInputAction...

 

MakeInputActionValue

(
    float X,
    float Y,
    float Z,
    const FInputActionValue& MatchValu...
)

Builds an ActionValue from X, Y, Z.

Public function Static UFunction BlueprintCallable, Category blueprintcosmetic

void

 

RequestRebuildControlMappingsUsingContext

(
    const UInputMappingContext* Co...,
    bool bForceImmediately
)

Flag all enhanced input subsystems making use of the mapping context for reapplication of all control mappings at the end of this frame.

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