unreal.InputActionKeyMapping
¶
- class unreal.InputActionKeyMapping(action_name='None', shift=False, ctrl=False, alt=False, cmd=False, key=[])¶
Bases:
unreal.StructBase
Defines a mapping between an action and key see: https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html
C++ Source:
Module: Engine
File: PlayerInput.h
Editor Properties: (see get_editor_property/set_editor_property)
action_name
(Name): [Read-Write] Action Name: Friendly name of action, e.g “jump”alt
(bool): [Read-Write] Alt: true if one of the Alt keys must be down when the KeyEvent is received to be acknowledgedcmd
(bool): [Read-Write] Cmd: true if one of the Cmd keys must be down when the KeyEvent is received to be acknowledgedctrl
(bool): [Read-Write] Ctrl: true if one of the Ctrl keys must be down when the KeyEvent is received to be acknowledgedkey
(Key): [Read-Write] Key: Key to bind it to.shift
(bool): [Read-Write] Shift: true if one of the Shift keys must be down when the KeyEvent is received to be acknowledged
- property alt¶
[Read-Write] Alt: true if one of the Alt keys must be down when the KeyEvent is received to be acknowledged
- Type
(bool)
- property cmd¶
[Read-Write] Cmd: true if one of the Cmd keys must be down when the KeyEvent is received to be acknowledged
- Type
(bool)