unreal.GameplayAbilityInputBinds
¶
- class unreal.GameplayAbilityInputBinds¶
Bases:
EnumBase
This is an example input binding enum for GameplayAbilities. Your project may want to create its own. The MetaData default bind keys (LMB, RMB, Q, E, etc) are a convenience for designers setting up abilities sets or whatever other data you have that gives an ability with a default key binding. Actual key binding is up to DefaultInput.ini
E.g., “Ability1” is the command string that is bound to AbilitySystemComponent::ActivateAbility(1). The Meta data only suggests that you are binding “Ability1” to LMB by default in your projects DefaultInput.ini.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayAbilitySet.h
- ABILITY1: GameplayAbilityInputBinds¶
0
- ABILITY2: GameplayAbilityInputBinds¶
1
- ABILITY3: GameplayAbilityInputBinds¶
2
- ABILITY4: GameplayAbilityInputBinds¶
3
- ABILITY5: GameplayAbilityInputBinds¶
4
- ABILITY6: GameplayAbilityInputBinds¶
5
- ABILITY7: GameplayAbilityInputBinds¶
6
- ABILITY8: GameplayAbilityInputBinds¶
7
- ABILITY9: GameplayAbilityInputBinds¶
8