UInputAction

Input action definition. These are instanced per player (via [FInputActionInstance](API\Plugins\EnhancedInput\FInputActionInstance))

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MacOS
Linux

Inheritance Hierarchy

References

Module

EnhancedInput

Header

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

Include

#include "InputAction.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType)
class UInputAction : public UDataAsset

Remarks

Input action definition. These are instanced per player (via FInputActionInstance)

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

bool

 

bConsumeInput

Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

bool

 

bReserveAllMappings

This action's mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first.

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

bool

 

bTriggerWhenPaused

Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite instanced

TArray< UInputM...

 

Modifiers

Modifiers are applied to the final action value.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite instanced

TArray< UInputT...

 

Triggers

Trigger qualifiers.

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

EInputActionVal...

 

ValueType

The type that this action returns from a GetActionValue query or action event.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Track actions that have had their ValueType changed to update blueprints referencing them.

Constants

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