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