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] Friendly name of action, e.g “jump”alt
(bool): [Read-Write] true if one of the Alt keys must be down when the KeyEvent is received to be acknowledgedcmd
(bool): [Read-Write] true if one of the Cmd keys must be down when the KeyEvent is received to be acknowledgedctrl
(bool): [Read-Write] true if one of the Ctrl keys must be down when the KeyEvent is received to be acknowledgedkey
(Key): [Read-Write] Key to bind it to.shift
(bool): [Read-Write] true if one of the Shift keys must be down when the KeyEvent is received to be acknowledged
- property alt: bool¶
[Read-Write] 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] true if one of the Cmd keys must be down when the KeyEvent is received to be acknowledged
- Type:
(bool)