UEnhancedPlayerInput

Internal representation containing event variants.

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Inheritance Hierarchy

References

Module

EnhancedInput

Header

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

Include

#include "EnhancedPlayerInput.h"

Syntax

UCLASS(Within=PlayerController, Config=Input, Transient)
class UEnhancedPlayerInput : public UPlayerInput

Remarks

UEnhancedPlayerInput : UPlayerInput extensions for enhanced player input system

Functions

Name Description

Public function Const

const FInput...

 

FindActionInstanceData

(
    const UInputAction* ForAction
)

TODO: Can we avoid exposing this?

Public function Const

FInputAction...

 

GetActionValue

(
    const UInputAction* ForAction
)

Retrieve the current value of an action for this player.

Public function

void

 

InjectInputForAction

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

Input simulation via injection. Runs modifiers and triggers delegates as if the input had come through the underlying input system as FKeys. Applies action modifiers and triggers on top.

Overridden from UPlayerInput

Name Description

Public function Virtual

bool

 

InputKey

(
    const FInputKeyParams& Params
)

Handles a key input event. Returns true if there is an action that handles the specified key.

Protected function Virtual Const

bool

 

IsKeyHandledByAction

(
    FKey Key
)

Causes key to be consumed if it is affecting an action.

Protected function Virtual

void

 

ProcessInputStack

(
    const TArray< UInputComponent*...,
    const float DeltaTime,
    const bool bGamePaused
)

Applies modifiers and triggers without affecting keys read by the base input system.