| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/EnhancedInput/Source/EnhancedInput/Public/InputAction.h |
Include |
#include "InputAction.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType)
class UInputAction : public UDataAsset
Input action definition. These are instanced per player (via FInputActionInstance)
Name | Description | ||
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bConsumeInput |
Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions? |
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bReserveAllMappings |
This action's mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. |
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bTriggerWhenPaused |
Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused. |
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Modifiers |
Modifiers are applied to the final action value. |
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Triggers |
Trigger qualifiers. |
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ValueType |
The type that this action returns from a GetActionValue query or action event. |
Name | Description | ||
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PostEditChangeProperty ( |
Track actions that have had their ValueType changed to update blueprints referencing them. |
Name |
Description |
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ActionsWithModifiedValueTypes |