unreal.InputAction

class unreal.InputAction(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: DataAsset

Input action definition. These are instanced per player (via FInputActionInstance)

C++ Source:

  • Plugin: EnhancedInput

  • Module: EnhancedInput

  • File: InputAction.h

Editor Properties: (see get_editor_property/set_editor_property)

  • action_description (Text): [Read-Write] Action Description: A localized descriptor of this input action

  • consume_input (bool): [Read-Write] Consume Input: Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?

  • modifiers (Array[InputModifier]): [Read-Write] Modifiers: Modifiers are applied to the final action value. These are applied sequentially in array order. They are applied on top of any FEnhancedActionKeyMapping modifiers that drove the initial input

  • reserve_all_mappings (bool): [Read-Write] Reserve All Mappings: This action’s mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE: It is the responsibility of the author of the mapping code to enforce this!

  • trigger_when_paused (bool): [Read-Write] Trigger when Paused: Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused

  • triggers (Array[InputTrigger]): [Read-Write] Triggers: Trigger qualifiers. If any trigger qualifiers exist the action will not trigger unless: At least one Explicit trigger in this list has been met. All Implicit triggers in this list are met.

  • value_type (InputActionValueType): [Read-Write] Value Type: The type that this action returns from a GetActionValue query or action event

property action_description: Text

[Read-Only] Action Description: A localized descriptor of this input action

Type:

(Text)

property consume_input: bool

[Read-Only] Consume Input: Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?

Type:

(bool)

property modifiers: Array[InputModifier]

[Read-Write] Modifiers: Modifiers are applied to the final action value. These are applied sequentially in array order. They are applied on top of any FEnhancedActionKeyMapping modifiers that drove the initial input

Type:

(Array[InputModifier])

property reserve_all_mappings: bool

[Read-Only] Reserve All Mappings: This action’s mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE: It is the responsibility of the author of the mapping code to enforce this!

Type:

(bool)

property trigger_when_paused: bool

[Read-Only] Trigger when Paused: Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused

Type:

(bool)

property triggers: Array[InputTrigger]

[Read-Write] Triggers: Trigger qualifiers. If any trigger qualifiers exist the action will not trigger unless: At least one Explicit trigger in this list has been met. All Implicit triggers in this list are met.

Type:

(Array[InputTrigger])

property value_type: InputActionValueType

[Read-Only] Value Type: The type that this action returns from a GetActionValue query or action event

Type:

(InputActionValueType)