Input

Input

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Actions

Add Mapping Context (Interface Call)

Add a control mapping context.

Target is Enhanced Input Subsystem Interface

Add Mapping Context (Message)

Add a control mapping context.

Target is Enhanced Input Subsystem Interface

Bind Analog Event

Bind Analog Event

Target is VCam Input Subsystem

Bind Key Down Event

Bind Key Down Event

Target is VCam Input Subsystem

Bind Key Up Event

Bind Key Up Event

Target is VCam Input Subsystem

Bind Mouse Button Down Event

Bind Mouse Button Down Event

Target is VCam Input Subsystem

Bind Mouse Button Up Event

Bind Mouse Button Up Event

Target is VCam Input Subsystem

Bind Mouse Double Click Event

Bind Mouse Double Click Event

Target is VCam Input Subsystem

Bind Mouse Move Event

Bind Mouse Move Event

Target is VCam Input Subsystem

Bind Mouse Wheel Event

Bind Mouse Wheel Event

Target is VCam Input Subsystem

Break Input Action Value

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

Target is Enhanced Input Library

Calibrate Tilt

Calibrate the tilt for the input device

Target is Kismet Input Library

Clear All Mappings (Interface Call)

Remove all applied mapping contexts.

Target is Enhanced Input Subsystem Interface

Clear All Mappings (Message)

Remove all applied mapping contexts.

Target is Enhanced Input Subsystem Interface

Create Bool Local Value Input

Create Bool Local Value Input

Target is Niagara Clipboard Editor Scripting Utilities

Create Data Value Input

Create Data Value Input

Target is Niagara Clipboard Editor Scripting Utilities

Create Dynamic Value Input

Create Dynamic Value Input

Target is Niagara Clipboard Editor Scripting Utilities

Create Enum Local Value Input

Create Enum Local Value Input

Target is Niagara Clipboard Editor Scripting Utilities

Create Expression Value Input

Create Expression Value Input

Target is Niagara Clipboard Editor Scripting Utilities

Create Float Local Value Input

Create Float Local Value Input

Target is Niagara Clipboard Editor Scripting Utilities

Create Int Local Value Input

Create Int Local Value Input

Target is Niagara Clipboard Editor Scripting Utilities

Create Linked Value Input

Create Linked Value Input

Target is Niagara Clipboard Editor Scripting Utilities

Create Root Motion Source

Create Root Motion Source

Target is Mock Root Motion Component

Create Struct Local Value Input

Create Struct Local Value Input

Target is Niagara Clipboard Editor Scripting Utilities

Create Vec 2Local Value Input

Create Vec 2Local Value Input

Target is Niagara Clipboard Editor Scripting Utilities

Create Vec 3Local Value Input

Create Vec 3Local Value Input

Target is Niagara Clipboard Editor Scripting Utilities

Disable Input

Removes this actor from the stack of input being handled by a PlayerController.

Target is Actor

Enable Input

Pushes this actor on to the stack of input being handled by a PlayerController.

Target is Actor

Get Should Consume Gamepad Input

Get Should Consume Gamepad Input

Target is VCam Input Subsystem

Get Type Name

Get Type Name

Target is Niagara Clipboard Editor Scripting Utilities

Input Play Root Motion Source

Input Play Root Motion Source

Target is Mock Root Motion Component

Input Play Root Motion Source by Class

Input Play Root Motion Source by Class

Target is Mock Root Motion Component

Is Look Input Ignored

Returns true if look input is ignored.

Target is Controller

Is Move Input Ignored

Returns true if movement input is ignored.

Target is Controller

Make Input Action Value

Builds an ActionValue from X, Y, Z. Inherits type from an existing ActionValue. Ignores axis values unused by the provided value type. Note: Intended for use in Input Modifier Modify Raw overloads to modify an existing Input Action Value.

Target is Enhanced Input Library

Remove Mapping Context (Interface Call)

Remove a specific control context. This is safe to call even if the context is not applied.

Target is Enhanced Input Subsystem Interface

Remove Mapping Context (Message)

Remove a specific control context. This is safe to call even if the context is not applied.

Target is Enhanced Input Subsystem Interface

Request Rebuild Control Mappings (Interface Call)

Flag player for reapplication of all mapping contexts at the end of this frame. This is called automatically when adding or removing mappings contexts.

Target is Enhanced Input Subsystem Interface

Request Rebuild Control Mappings (Message)

Flag player for reapplication of all mapping contexts at the end of this frame. This is called automatically when adding or removing mappings contexts.

Target is Enhanced Input Subsystem Interface

Request Rebuild Control Mappings Using Context

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

Target is Enhanced Input Library

Reset Ignore Input Flags

Reset move and look input ignore flags.

Target is Controller

Reset Ignore Look Input

Stops ignoring look input by resetting the ignore look input state.

Target is Controller

Reset Ignore Move Input

Stops ignoring move input by resetting the ignore move input state.

Target is Controller

Set Ignore Look Input

Locks or unlocks look input, consecutive calls stack up and require the same amount of calls to undo, or can all be undone using ResetIgnoreLookInput.

Target is Controller

Set Ignore Move Input

Locks or unlocks movement input, consecutive calls stack up and require the same amount of calls to undo, or can all be undone using ResetIgnoreMoveInput.

Target is Controller

Set Input Mode Game And UI

Setup an input mode that allows only the UI to respond to user input, and if the UI doesn't handle it player input / player controller gets a chance.

Target is Widget Blueprint Library

Set Input Mode Game Only

Setup an input mode that allows only player input / player controller to respond to user input.

Target is Widget Blueprint Library

Set Input Mode UI Only

Setup an input mode that allows only the UI to respond to user input.

Target is Widget Blueprint Library

Set Should Consume Gamepad Input

By default the editor will use gamepads to control the editor camera Setting this to true will prevent this

Target is VCam Input Subsystem

Touch

Event for when a finger presses, releases or is moved on a touch device.

Try Get Input by Name

Try Get Input by Name

Target is Niagara Clipboard Editor Scripting Utilities

Try Get Local Value as Float

Try Get Local Value as Float

Target is Niagara Clipboard Editor Scripting Utilities

Try Get Local Value as Int

Try Get Local Value as Int

Target is Niagara Clipboard Editor Scripting Utilities

Try Set Local Value as Int

Try Set Local Value as Int

Target is Niagara Clipboard Editor Scripting Utilities

Categories

Android Events

Android Events

Debug Events

Debug Events

Gamepad Events

Input events for gamepad buttons and axes.

Gamepad Values

Gamepad Values

Generic USBController Events

Generic USBController Events

Gesture Events

Gesture Events

Head Mounted Display

Head Mounted Display

Keyboard Events

Keyboard Events

Mapping Queries

Mapping Queries

Motion Events

Motion Events

Motion Tracking

Motion Tracking

Mouse Events

Input events for mouse buttons and axes.

Mouse Input

Mouse Input

Mouse Values

Mouse Values

Oculus Hand Events

Oculus Hand Events

Oculus Hand Values

Oculus Hand Values

Oculus Remote Events

Oculus Remote Events

PS4 Events

PS4 Events

PS4 Values

PS4 Values

Steam Events

Steam Events

Touch Events

Touch Events

Touch Input

Touch Input

XBox One Events

XBox One Events

XRTracking

XRTracking

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