unreal.InputComponent
¶
- class unreal.InputComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponent
Implement an Actor component for input bindings.
An Input Component is a transient component that enables an Actor to bind various forms of input events to delegate functions. Input components are processed from a stack managed by the PlayerController and processed by the PlayerInput. Each binding can consume the input event preventing other components on the input stack from processing the input. see: https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html
C++ Source:
Module: Engine
File: InputComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- get_controller_analog_key_state(key) → float¶
Returns the analog value for the given key/button. If analog isn’t supported, returns 1 for down and 0 for up. deprecated: Use PlayerController.GetInputAnalogKeyState instead.
- get_controller_analog_stick_state(which_stick) -> (stick_x=float, stick_y=float)¶
Retrieves the X and Y displacement of the given analog stick. For WhickStick, 0 = left, 1 = right. deprecated: Use PlayerController.GetInputAnalogStickState instead.
- Parameters
which_stick (ControllerAnalogStick) –
- Returns
stick_x (float):
stick_y (float):
- Return type
tuple
- get_controller_key_time_down(key) → float¶
Returns how long the given key/button has been down. Returns 0 if it’s up or it just went down this frame. deprecated: Use PlayerController.GetInputKeyTimeDown instead.
- get_controller_mouse_delta() -> (delta_x=float, delta_y=float)¶
Retrieves how far the mouse moved this frame. deprecated: Use PlayerController.GetInputMouseDelta instead.
- Returns
delta_x (float):
delta_y (float):
- Return type
tuple
- get_controller_vector_key_state(key) → Vector¶
Returns the vector value for the given key/button. deprecated: Use PlayerController.GetInputVectorKeyState instead.
- get_touch_state(finger_index) -> (location_x=float, location_y=float, is_currently_pressed=bool)¶
Returns the location of a touch, and if it’s held down deprecated: Use PlayerController.GetInputTouchState instead.
- Parameters
finger_index (int32) –
- Returns
location_x (float):
location_y (float):
is_currently_pressed (bool):
- Return type
tuple
- is_controller_key_down(key) → bool¶
Returns true if the given key/button is pressed on the input of the controller (if present) deprecated: Use PlayerController.IsInputKeyDown instead.