EGameplayAbilityInputBinds::Type

This is an example input binding enum for GameplayAbilities.

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitySet.h

Include

#include "GameplayAbilitySet.h"

Syntax

namespace EGameplayAbilityInputBinds
{
    enum Type
    {
        Ability1,
        Ability2,
        Ability3,
        Ability4,
        Ability5,
        Ability6,
        Ability7,
        Ability8,
        Ability9,
    }
}

Values

Name

Description

Ability1

Ability2

Ability3

Ability4

Ability5

Ability6

Ability7

Ability8

Ability9

Remarks

This is an example input binding enum for GameplayAbilities. Your project may want to create its own. The MetaData default bind keys (LMB, RMB, Q, E, etc) are a convenience for designers setting up abilities sets or whatever other data you have that gives an ability with a default key binding. Actual key binding is up to DefaultInput.ini

E.g., "Ability1" is the command string that is bound to AbilitySystemComponent::ActivateAbility(1). The Meta data only suggests that you are binding "Ability1" to LMB by default in your projects DefaultInput.ini.

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