unreal.CommonInputSubsystem

class unreal.CommonInputSubsystem(outer=None, name='None')

Bases: unreal.LocalPlayerSubsystem

Common Input Subsystem

C++ Source:

  • Plugin: CommonUI

  • Module: CommonInput

  • File: CommonInputSubsystem.h

Editor Properties: (see get_editor_property/set_editor_property)

  • on_input_method_changed (InputMethodChangedDelegate): [Read-Write] On Input Method Changed

get_current_gamepad_name()Name

Get Current Gamepad Name

Returns

Return type

Name

get_current_input_type()CommonInputType

The current input type based on the last input received on the device.

Returns

Return type

CommonInputType

get_default_input_type()CommonInputType

The default input type for the current platform.

Returns

Return type

CommonInputType

is_input_method_active(input_method)bool

Is Input Method Active

Parameters

input_method (CommonInputType) –

Returns

Return type

bool

is_using_pointer_input()bool

Is Using Pointer Input

Returns

Return type

bool

property on_input_method_changed

[Read-Write] On Input Method Changed

Type

(InputMethodChangedDelegate)

set_current_input_type(new_input_type)None

Set Current Input Type

Parameters

new_input_type (CommonInputType) –

set_gamepad_input_type(gamepad_input_type)None

Set Gamepad Input Type

Parameters

gamepad_input_type (Name) –

should_show_input_keys()bool

Should display indicators for the current input device on screen. This is needed when capturing videos, but we don’t want to reveal the capture source device.

Returns

Return type

bool