unreal.InputTrigger

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

Bases: unreal.Object

Base class for building triggers. Transitions to Triggered state once the input meets or exceeds the actuation threshold.

C++ Source:

  • Plugin: EnhancedInput

  • Module: EnhancedInput

  • File: InputTriggers.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actuation_threshold (float): [Read-Write] Actuation Threshold

  • last_value (InputActionValue): [Read-Write] Value passed to UpdateState on the previous tick. This will be updated automatically after the trigger is updated.

property actuation_threshold

[Read-Write] Actuation Threshold

Type

(float)

get_trigger_type()TriggerType
Changes the way this trigger affects an action with multiple triggers:

All implicit triggers must be triggering to trigger the action. If there are any explicit triggers at least one must be triggering to trigger the action.

Returns

Return type

TriggerType

is_actuated(for_value)bool
  • Is the value passed in sufficiently large to be of interest to the trigger.

  • This is a helper function that implements the most obvious (>=) interpretation of the actuation threshold.

Parameters

for_value (InputActionValue) –

Returns

Return type

bool

property last_value

[Read-Only] Value passed to UpdateState on the previous tick. This will be updated automatically after the trigger is updated.

Type

(InputActionValue)

update_state(player_input, modified_value, delta_time)TriggerState
This function checks if the requisite conditions have been met for the trigger to fire.
Returns Trigger State None - No trigger conditions have been met. Trigger is inactive.

Trigger State Ongoing - Some trigger conditions have been met. Trigger is processing but not yet active. Trigger State Triggered - All trigger conditions have been met to fire. Trigger is active.

Parameters
Returns

Return type

TriggerState