unreal.InputActionInstance

class unreal.InputActionInstance(source_action=None, triggers=[], modifiers=[], elapsed_processed_time=0.0, elapsed_triggered_time=0.0, last_triggered_world_time=0.0, trigger_event=0)

Bases: unreal.StructBase

Run time queryable action instance Generated from UInputAction templates above

C++ Source:

  • Plugin: EnhancedInput

  • Module: EnhancedInput

  • File: InputAction.h

Editor Properties: (see get_editor_property/set_editor_property)

  • elapsed_processed_time (float): [Read-Write] Elapsed Processed Time: Total trigger processing/evaluation time (How long this action has been in event Started, Ongoing, or Triggered

  • elapsed_triggered_time (float): [Read-Write] Elapsed Triggered Time: Triggered time (How long this action has been in event Triggered only)

  • final_value_modifiers (Array(InputModifier)): [Read-Write] Final Value Modifiers deprecated: Moved to Modifiers.

  • last_triggered_world_time (float): [Read-Write] Last Triggered World Time: The last time that this evaluated to a Triggered State

  • modifiers (Array(InputModifier)): [Read-Write] Modifiers

  • per_input_modifiers (Array(InputModifier)): [Read-Write] Per Input Modifiers deprecated: Moved to Modifiers.

  • source_action (InputAction): [Read-Write] Source Action: The source action that this instance is created from

  • trigger_event (TriggerEvent): [Read-Write] Trigger Event: Trigger state

  • triggers (Array(InputTrigger)): [Read-Write] Triggers: TODO: Just hold a duplicate of the UInputAction in here? TODO: Restrict blueprint access to triggers and modifiers?

property elapsed_processed_time

[Read-Only] Elapsed Processed Time: Total trigger processing/evaluation time (How long this action has been in event Started, Ongoing, or Triggered

Type

(float)

property elapsed_triggered_time

[Read-Only] Elapsed Triggered Time: Triggered time (How long this action has been in event Triggered only)

Type

(float)

property final_value_modifiers

[Read-Write] Final Value Modifiers deprecated: Moved to Modifiers.

Type

(Array(InputModifier))

property last_triggered_world_time

[Read-Only] Last Triggered World Time: The last time that this evaluated to a Triggered State

Type

(float)

property modifiers

[Read-Only] Modifiers

Type

(Array(InputModifier))

property per_input_modifiers

[Read-Write] Per Input Modifiers deprecated: Moved to Modifiers.

Type

(Array(InputModifier))

property source_action

[Read-Only] Source Action: The source action that this instance is created from

Type

(InputAction)

property trigger_event

[Read-Only] Trigger Event: Trigger state

Type

(TriggerEvent)

property triggers

[Read-Only] Triggers: TODO: Just hold a duplicate of the UInputAction in here? TODO: Restrict blueprint access to triggers and modifiers?

Type

(Array(InputTrigger))