unreal.InputActionKeyMapping

class unreal.InputActionKeyMapping(action_name: Name = 'None', shift: bool = False, ctrl: bool = False, alt: bool = False, cmd: bool = False, key: Key = [])

Bases: 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 acknowledged

  • cmd (bool): [Read-Write] Cmd: true if one of the Cmd keys must be down when the KeyEvent is received to be acknowledged

  • ctrl (bool): [Read-Write] Ctrl: true if one of the Ctrl keys must be down when the KeyEvent is received to be acknowledged

  • key (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 action_name: Name

[Read-Write] Action Name: Friendly name of action, e.g “jump”

Type:

(Name)

property alt: bool

[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: bool

[Read-Write] Cmd: true if one of the Cmd keys must be down when the KeyEvent is received to be acknowledged

Type:

(bool)

property ctrl: bool

[Read-Write] Ctrl: true if one of the Ctrl keys must be down when the KeyEvent is received to be acknowledged

Type:

(bool)

property key: Key

[Read-Write] Key: Key to bind it to.

Type:

(Key)

property shift: bool

[Read-Write] Shift: true if one of the Shift keys must be down when the KeyEvent is received to be acknowledged

Type:

(bool)