unreal.GameplayAbilityInputBinds
¶
- class unreal.GameplayAbilityInputBinds¶
Bases:
unreal.EnumBase
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.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayAbilitySet.h
- ABILITY1¶
0
- ABILITY2¶
1
- ABILITY3¶
2
- ABILITY4¶
3
- ABILITY5¶
4
- ABILITY6¶
5
- ABILITY7¶
6
- ABILITY8¶
7
- ABILITY9¶
8