unreal.InputTriggerPulse
¶
- class unreal.InputTriggerPulse(outer=None, name='None')¶
Bases:
unreal.InputTriggerTimedBase
- UInputTriggerPulse
Trigger that fires at an Interval, in seconds, while input is actuated. Note: Completed only fires when the repeat limit is reached or when input is released immediately after being triggered.
Otherwise, Canceled is fired when input is released.
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: Point at which this trigger firesaffected_by_time_dilation
(bool): [Read-Write] Affected by Time Dilation: Should global time dilation be applied to the held duration? Default is set to false.If this is set to true, then the owning Player Controller’s actor time dialtion will be used when calculating the HeldDuration.
See: UInputTriggerTimedBase::CalculateHeldDuration See: AWorldSettings::GetEffectiveTimeDilation
held_duration
(float): [Read-Write] Held Duration: How long have we been actuating this trigger?interval
(float): [Read-Write] Interval: How long between each trigger fire while input is held, in seconds?last_value
(InputActionValue): [Read-Write] Last Value: Value passed to UpdateState on the previous tick. This will be updated automatically after the trigger is updated.trigger_limit
(int32): [Read-Write] Trigger Limit: How many times can the trigger fire while input is held? (0 = no limit)trigger_on_start
(bool): [Read-Write] Trigger on Start: Whether to trigger when the input first exceeds the actuation threshold or wait for the first interval?
- property interval¶
[Read-Write] Interval: How long between each trigger fire while input is held, in seconds?
- Type
(float)
- property trigger_limit¶
[Read-Write] Trigger Limit: How many times can the trigger fire while input is held? (0 = no limit)
- Type
(int32)