| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/EnhancedInput/Source/EnhancedInput/Public/InputMappingContext.h |
Include |
#include "InputMappingContext.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Config=Input)
class UInputMappingContext : public UDataAsset
UInputMappingContext : A collection of key to action mappings for a specific input context Could be used to: Store predefined controller mappings (allow switching between controller config variants). TODO: Build a system allowing redirects of UInputMappingContexts to handle this. Define per-vehicle control mappings Define context specific mappings (e.g. I switch from a gun (shoot action) to a grappling hook (reel in, reel out, disconnect actions). Define overlay mappings to be applied on top of existing control mappings (e.g. Hero specific action mappings in a MOBA)
Name | Description | ||
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FEnhancedAct... |
GetMapping ( |
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const TArray... |
GetMappings() |
Mapping accessors. |
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FEnhancedAct... |
MapKey ( |
Map a key to an action within the mapping context. |
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UnmapAction ( |
Unmap all key maps to an action within the mapping context. |
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UnmapAll() |
Unmap everything within the mapping context. |
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UnmapKey ( |
Unmap a key from an action within the mapping context. |