unreal.InputAction

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

Bases: unreal.DataAsset

Input action definition. These are instanced per player (via FInputActionInstance)

C++ Source:

  • Plugin: EnhancedInput

  • Module: EnhancedInput

  • File: InputAction.h

Editor Properties: (see get_editor_property/set_editor_property)

  • consume_input (bool): [Read-Write] Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?

  • modifiers (Array(InputModifier)): [Read-Write] Modifiers are applied to the final action value. These are applied sequentially in array order. They are applied on top of any FEnhancedActionKeyMapping modifiers that drove the initial input

  • reserve_all_mappings (bool): [Read-Write] This action’s mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE: It is the responsibility of the author of the mapping code to enforce this!

  • trigger_when_paused (bool): [Read-Write] Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused

  • triggers (Array(InputTrigger)): [Read-Write] Trigger qualifiers. If any trigger qualifiers exist the action will not trigger unless: At least one Explicit trigger in this list is be met. All Implicit triggers in this list are met.

  • value_type (InputActionValueType): [Read-Write] The type that this action returns from a GetActionValue query or action event

property consume_input

[Read-Only] Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?

Type

(bool)

property modifiers

[Read-Write] Modifiers are applied to the final action value. These are applied sequentially in array order. They are applied on top of any FEnhancedActionKeyMapping modifiers that drove the initial input

Type

(Array(InputModifier))

property reserve_all_mappings

It is the responsibility of the author of the mapping code to enforce this!

Type

(bool)

Type

[Read-Only] This action’s mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE

property trigger_when_paused

[Read-Only] Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused

Type

(bool)

property triggers

[Read-Write] Trigger qualifiers. If any trigger qualifiers exist the action will not trigger unless: At least one Explicit trigger in this list is be met. All Implicit triggers in this list are met.

Type

(Array(InputTrigger))

property value_type

[Read-Only] The type that this action returns from a GetActionValue query or action event

Type

(InputActionValueType)