unreal.InputSettings

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

Bases: Object

Project wide settings for input handling see: https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html

C++ Source:

  • Module: Engine

  • File: InputSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • action_mappings (Array[InputActionKeyMapping]): [Read-Write] Action Mappings: List of Action Mappings

  • alt_enter_toggles_fullscreen (bool): [Read-Write] Alt Enter Toggles Fullscreen

  • always_show_touch_interface (bool): [Read-Write] Always Show Touch Interface: Should the touch input interface be shown always, or only when the platform has a touch screen?

  • axis_config (Array[InputAxisConfigEntry]): [Read-Write] Axis Config: List of Axis Properties

  • axis_mappings (Array[InputAxisKeyMapping]): [Read-Write] Axis Mappings: List of Axis Mappings

  • capture_mouse_on_launch (bool): [Read-Write] Capture Mouse on Launch: Controls if the viewport will capture the mouse on Launch of the application

  • console_keys (Array[Key]): [Read-Write] Console Keys: The keys which open the console.

  • default_input_component_class (Class): [Read-Write] Default Input Component Class: Default class type for pawn input components.

  • default_player_input_class (Class): [Read-Write] Default Player Input Class: Default class type for player input object. May be overridden by player controller.

  • default_touch_interface (SoftObjectPath): [Read-Write] Default Touch Interface: The default on-screen touch input interface for the game (can be null to disable the onscreen interface)

  • default_viewport_mouse_capture_mode (MouseCaptureMode): [Read-Write] Default Viewport Mouse Capture Mode: The default mouse capture mode for the game viewport

  • default_viewport_mouse_lock_mode (MouseLockMode): [Read-Write] Default Viewport Mouse Lock Mode: The default mouse lock state behavior when the viewport acquires capture

  • double_click_time (float): [Read-Write] Double Click Time: If a key is pressed twice in this amount of time it is considered a “double click”

  • enable_dynamic_component_input_binding (bool): [Read-Write] Enable Dynamic Component Input Binding: Should components that are dynamically added via the ‘AddComponent’ function at runtime have input delegates bound to them? see: AActor::FinishAddComponent

  • enable_fov_scaling (bool): [Read-Write] Enable FOVScaling: Scale the mouse based on the player camera manager’s field of view

  • enable_gesture_recognizer (bool): [Read-Write] Enable Gesture Recognizer: Whether or not to use the gesture recognition system to convert touches in to gestures that can be bound and queried

  • enable_legacy_input_scales (bool): [Read-Write] Enable Legacy Input Scales: Enable the use of legacy input scales on the player controller (InputYawScale, InputPitchScale, and InputRollScale)

  • enable_motion_controls (bool): [Read-Write] Enable Motion Controls: If set to false, then the player controller’s InputMotion function will never be called. This will effectively disable any motion input (tilt, rotation, acceleration, etc) on the GameViewportClient. see: GameViewportClient::InputMotion

  • enable_mouse_smoothing (bool): [Read-Write] Enable Mouse Smoothing: Mouse smoothing control

  • excluded_autocorrect_cultures (Array[str]): [Read-Write] Excluded Autocorrect Cultures: Disables autocorrect for these cultures, even if autocorrect is turned on. These should be ISO-compliant language and country codes, such as “en” or “en-US”.

  • excluded_autocorrect_device_models (Array[str]): [Read-Write] Excluded Autocorrect Device Models: Disables autocorrect for these device models, even if autocorrect is turned in. Model IDs listed here will match against the start of the device’s model (e.g., “SM-” will match all device model IDs that start with “SM-“). This is currently only supported on Android devices.

  • excluded_autocorrect_os (Array[str]): [Read-Write] Excluded Autocorrect OS: Disables autocorrect for these operating systems, even if autocorrect is enabled. Use the format “[platform] [osversion]” (e.g., “iOS 11.2” or “Android 6”). More specific versions will disable autocorrect for fewer devices (“iOS 11” will disable autocorrect for all devices running iOS 11, but “iOS 11.2.2” will not disable autocorrect for devices running 11.2.1).

  • f11_toggles_fullscreen (bool): [Read-Write] F11Toggles Fullscreen

  • filter_input_by_platform_user (bool): [Read-Write] Filter Input by Platform User: If true, then the PlayerController::InputKey function will only process an input event if it came from an input device that is owned by the PlayerController’s Platform User.

  • fov_scale (float): [Read-Write] FOVScale: The scaling value to multiply the field of view by

  • should_flush_pressed_keys_on_viewport_focus_lost (bool): [Read-Write] Should Flush Pressed Keys on Viewport Focus Lost: If true, then the Player Controller will have it’s Pressed Keys flushed when the input mode is changed to Game and UI mode or the game viewport loses focus. The default behavior is true. see: UGameViewportClient::LostFocus see: APlayerController::ShouldFlushKeysWhenViewportFocusChanges

  • show_console_on_four_finger_tap (bool): [Read-Write] Show Console on Four Finger Tap: Whether or not to show the console on 4 finger tap, on mobile platforms

  • speech_mappings (Array[InputActionSpeechMapping]): [Read-Write] Speech Mappings: List of Speech Mappings

  • use_autocorrect (bool): [Read-Write] Use Autocorrect: If enabled, virtual keyboards will have autocorrect enabled. Currently only supported on mobile devices.

  • use_mouse_for_touch (bool): [Read-Write] Use Mouse for Touch: Allow mouse to be used for touch

add_action_mapping(key_mapping, force_rebuild_keymaps=True) None

Programmatically add an action mapping to the project defaults

Parameters:
add_axis_mapping(key_mapping, force_rebuild_keymaps=True) None

Programmatically add an axis mapping to the project defaults

Parameters:
force_rebuild_keymaps() None

When changes are made to the default mappings, push those changes out to PlayerInput key maps

get_action_mapping_by_name(action_name) Array[InputActionKeyMapping]

Get Action Mapping by Name

Parameters:

action_name (Name) –

Returns:

out_mappings (Array[InputActionKeyMapping]):

Return type:

Array[InputActionKeyMapping]

get_action_names() Array[Name]

Populate a list of all defined action names

Returns:

action_names (Array[Name]):

Return type:

Array[Name]

get_axis_mapping_by_name(axis_name) Array[InputAxisKeyMapping]

Retrieve all axis mappings by a certain name.

Parameters:

axis_name (Name) –

Returns:

out_mappings (Array[InputAxisKeyMapping]):

Return type:

Array[InputAxisKeyMapping]

get_axis_names() Array[Name]

Populate a list of all defined axis names

Returns:

axis_names (Array[Name]):

Return type:

Array[Name]

classmethod get_input_settings() InputSettings

Returns the game local input settings (action mappings, axis mappings, etc…)

Return type:

InputSettings

remove_action_mapping(key_mapping, force_rebuild_keymaps=True) None

Programmatically remove an action mapping to the project defaults

Parameters:
remove_axis_mapping(key_mapping, force_rebuild_keymaps=True) None

Programmatically remove an axis mapping to the project defaults

Parameters:
save_key_mappings() None

Flush the current mapping values to the config file