IEnhancedInputSubsystemInterface

Includes native functionality shared between all subsystems.

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Inheritance Hierarchy

References

Module

EnhancedInput

Header

/Engine/Plugins/Experimental/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputSubsystemInterface.h

Include

#include "EnhancedInputSubsystemInterface.h"

Syntax

class IEnhancedInputSubsystemInterface

Remarks

Includes native functionality shared between all subsystems.

Functions

Name Description

Public function Virtual UFunction BlueprintCallable, Category, Meta blueprintcosmetic

void

 

AddMappingContext

(
    const UInputMappingContext* Ma...,
    int32 Priority,
    const FModifyContextOptions& Optio...
)

Add a control mapping context.

Public function Virtual UFunction BlueprintCallable, Category blueprintcosmetic

void

 

ClearAllMappings()

Remove all applied mapping contexts.

Public function Const

UEnhancedPla...

 

GetPlayerInput()

Public function Virtual Const UFunction BlueprintCallable, Category blueprintcosmetic

bool

 

HasMappingContext

(
    const UInputMappingContext* Ma...
)

Check if a mapping context is applied to this subsystem's owner.

Public function Virtual UFunction BlueprintCallable, Category, Meta

void

 

InjectInputForAction

(
    const UInputAction* Action,
    FInputActionValue RawValue,
    const TArray< UInputModifier* ...,
    const TArray< UInputTrigger* >...
)

Input simulation via injection.

Public function Virtual Const UFunction BlueprintCallable, Category blueprintcosmetic

TArray< FKey...

 

QueryKeysMappedToAction

(
    const UInputAction* Action
)

Returns the keys mapped to the given action in the active input mapping contexts.

Public function Virtual UFunction BlueprintCallable, Category blueprintcosmetic

EMappingQuer...

 

QueryMapKeyInActiveContextSet

(
    const UInputMappingContext* In...,
    const UInputAction* Action,
    FKey Key,
    TArray< FMappingQueryIssue >& OutI...,
    EMappingQueryIssue BlockingIssues
)

Check if a key mapping is safe to add to a given mapping context within the set of active contexts currently applied to the player controller.

Public function Virtual UFunction BlueprintCallable, Category blueprintcosmetic

EMappingQuer...

 

QueryMapKeyInContextSet

(
    const TArray< UInputMappingContext ...,
    const UInputMappingContext* In...,
    const UInputAction* Action,
    FKey Key,
    TArray< FMappingQueryIssue >& OutI...,
    EMappingQueryIssue BlockingIssues
)

Check if a key mapping is safe to add to a collection of mapping contexts

Public function Virtual UFunction BlueprintCallable, Category, Meta blueprintcosmetic

void

 

RemoveMappingContext

(
    const UInputMappingContext* Ma...,
    const FModifyContextOptions& Optio...
)

Remove a specific control context. This is safe to call even if the context is not applied.

Public function Virtual UFunction BlueprintCallable, Category, Meta blueprintcosmetic

void

 

RequestRebuildControlMappings

(
    const FModifyContextOptions& Optio...,
    EInputMappingRebuildType RebuildTyp...
)

Flag player for reapplication of all mapping contexts at the end of this frame.

Deprecated Functions

Name Description

Public function Virtual

void

 

AddMappingContext

(
    const UInputMappingContext* Ma...,
    int32 Priority,
    const bool bIgnoreAllPressedKeysUnt...
)

This version of AddMappingContext has been deprecated, please use the version that takes in a FModifyContextOptions instead.

Public function Virtual

void

 

RemoveMappingContext

(
    const UInputMappingContext* Ma...,
    const bool bIgnoreAllPressedKeysUnt...
)

This version of RemoveMappingContext has been deprecated, please use the version that takes in a FModifyContextOptions instead.

Public function Virtual

void

 

RequestRebuildControlMappings

(
    bool bForceImmediately,
    const bool bIgnoreAllPressedKeysUnt...
)

This version of RequestRebuildControlMappings has been deprecated, please use the version that takes in a FModifyContextOptions instead.