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| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/InputComponent.h |
Include |
#include "Components/InputComponent.h" |
class UInputComponent : public UActorComponent
Implement an Actor component for input bindings.
An Input Component is a transient component that enables an Actor to bind various forms of input events to delegate functions. Input components are processed from a stack managed by the PlayerController and processed by the PlayerInput. Each binding can consume the input event preventing other components on the input stack from processing the input.
Name | Description | ||
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AxisBindings |
The collection of axis bindings. |
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AxisKeyBindings |
The collection of axis key bindings. |
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uint8: 1 |
bBlockInput |
Whether any components lower on the input stack should be allowed to receive input. |
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GestureBindings |
The collection of gesture bindings. |
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KeyBindings |
The collection of key bindings. |
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Priority |
The priority of this input component when pushed in to the stack. |
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TouchBindings |
The collection of touch bindings. |
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VectorAxisBindings |
The collection of vector axis bindings. |
Name | Description | |
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UInputComponent ( |
Name | Description | ||
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FInputAction... |
AddActionBinding ( |
Adds the specified action binding. |
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FInputAction... |
BindAction ( |
Binds a delegate function to an Action defined in the project settings. |
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FInputAction... |
BindAction ( |
Binds a delegate function to an Action defined in the project settings. |
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FInputAction... |
BindAction ( |
Binds a delegate function to an Action defined in the project settings. |
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FInputAxisBi... |
BindAxis ( |
Binds a delegate function an Axis defined in the project settings. |
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FInputAxisBi... |
BindAxis ( |
Indicates that the InputComponent is interested in knowing the Axis value (via GetAxisValue) but does not want a delegate function called each frame. |
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FInputAxisKe... |
BindAxisKey ( |
Binds a delegate function for an axis key (e.g. Mouse X). |
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FInputAxisKe... |
BindAxisKey ( |
Indicates that the InputComponent is interested in knowing/consuming an axis key's value (via GetAxisKeyValue) but does not want a delegate function called each frame. |
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FInputGestur... |
BindGesture ( |
Binds a gesture event to a delegate function. |
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FInputKeyBin... |
BindKey ( |
Binds a key event to a delegate function with key signature. |
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FInputKeyBin... |
BindKey ( |
Binds a key event to a delegate function. |
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FInputKeyBin... |
BindKey ( |
Binds a chord event to a delegate function. |
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FInputTouchB... |
BindTouch ( |
Binds this input component to touch events. |
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FInputVector... |
BindVectorAxis ( |
Binds a delegate function to a vector axis key (e.g. Tilt) Returned reference is only guaranteed to be valid until another vector axis key is bound. |
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FInputVector... |
BindVectorAxis ( |
Indicates that the InputComponent is interested in knowing/consuming a vector axis key's value (via GetVectorAxisKeyValue) but does not want a delegate function called each frame. |
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ClearActionBindings() |
Removes all action bindings. |
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ClearBindingValues() |
Clears all cached binding values. |
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ConditionalBuildKeyMap ( |
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FInputAction... |
GetActionBinding ( |
Gets the action binding with the specified index. |
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float |
GetAxisKeyValue ( |
Gets the current value of the axis with the specified key. |
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float |
GetAxisValue ( |
Gets the current value of the axis with the specified name. |
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GetNumActionBindings() |
Gets the number of action bindings. |
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GetVectorAxisValue ( |
Gets the current vector value of the axis with the specified key. |
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HasBindings() |
Checks whether this component has any input bindings. |
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RemoveActionBinding ( |
Removes the action binding at the specified index. |
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RemoveActionBinding ( |
Removes the action binding at the specified index. |
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RemoveActionBinding ( |
Removes the action binding (index need for multi-name fixups). |
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RemoveActionBindingForHandle ( |
Removes the action binding at the specified handle. |