UInputSettings

Project wide settings for input handling

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/InputSettings.h

Include

#include "GameFramework/InputSettings.h"

Syntax

class UInputSettings : public UObject

Remarks

Project wide settings for input handling

Variables

Name Description

Public variable

TArray < struct ...

 

AxisConfig

Properties of Axis controls

Public variable

uint8 : 1

 

bAltEnterTogglesFullscreen

Public variable

uint8 : 1

 

bAlwaysShowTouchInterface

Should the touch input interface be shown always, or only when the platform has a touch screen?

Public variable

uint8 : 1

 

bCaptureMouseOnLaunch

Controls if the viewport will capture the mouse on Launch of the application

Public variable

uint8 : 1

 

bEnableFOVScaling

Scale the mouse based on the player camera manager's field of view.

Public variable

uint8 : 1

 

bEnableGestureRecognizer

Whether or not to use the gesture recognition system to convert touches in to gestures that can be bound and queried

Public variable

uint8 : 1

 

bEnableMouseSmoothing

Mouse smoothing control.

Public variable

uint8 : 1

 

bF11TogglesFullscreen

Public variable

uint8 : 1

 

bShowConsoleOnFourFingerTap

Whether or not to show the console on 4 finger tap, on mobile platforms

Public variable

bool

 

bUseAutocorrect

If enabled, virtual keyboards will have autocorrect enabled.

Public variable

uint8 : 1

 

bUseMouseForTouch

Allow mouse to be used for touch.

Public variable

TArray < FKey >

 

ConsoleKeys

The keys which open the console.

Public variable

FSoftObjectPath

 

DefaultTouchInterface

The default on-screen touch input interface for the game (can be null to disable the onscreen interface)

Public variable

EMouseCaptureMo ...

 

DefaultViewportMouseCaptureMode

The default mouse capture mode for the game viewport

Public variable

EMouseLockMode

 

DefaultViewportMouseLockMode

The default mouse lock state behavior when the viewport acquires capture

Public variable

float

 

DoubleClickTime

If a key is pressed twice in this amount of time it is considered a "double click"

Public variable

TArray < FString ...

 

ExcludedAutocorrectCultures

Disables autocorrect for these cultures, even if autocorrect is turned on.

Public variable

TArray < FString ...

 

ExcludedAutocorrectDeviceModels

Disables autocorrect for these device models, even if autocorrect is turned in.

Public variable

TArray < FString ...

 

ExcludedAutocorrectOS

Disables autocorrect for these operating systems, even if autocorrect is enabled.

Public variable

float

 

FOVScale

The scaling value to multiply the field of view by.

Constructors

Name Description

Public function

UInputSettings

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function

void

 

AddActionMapping

(
    const FInputActionKeyMapping & KeyM...,
    bool bForceRebuildKeymaps
)

Programmatically add an action mapping to the project defaults

Public function

void

 

AddActionMapping

(
    FInputActionKeyMapping & NewMapping
)

Append new mapping to existing list

Public function

void

 

AddAxisMapping

(
    const FInputAxisKeyMapping & KeyMap...,
    bool bForceRebuildKeymaps
)

Programmatically add an axis mapping to the project defaults

Public function

void

 

AddAxisMapping

(
    FInputAxisKeyMapping & NewMapping
)

Append new mapping to existing list

Public function

bool

 

DoesActionExist

(
    const FName InActionName
)

Finds unique action name based on existing action names

Public function

bool

 

DoesAxisExist

(
    const FName InAxisName
)

Finds unique axis name based on existing action names

Public function

bool

 

DoesSpeechExist

(
    const FName InSpeechName
)

Finds unique speech name based on existing speech names

Public function

void

 

ForceRebuildKeymaps()

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

Public function Const

void

 

GetActionMappingByName

(
    const FName InActionName,
    TArray < FInputActionKeyMapping >& ...
)

Public function Const

const TArray ...

 

GetActionMappings()

Ask for all the action mappings

Public function Static

const FName

 

GetActionMappingsPropertyName()

Get the member name for the details panel

Public function Const

void

 

GetActionNames

(
    TArray < FName >& ActionNames
)

Populate a list of all defined action names

Public function Const

void

 

GetAxisMappingByName

(
    const FName InAxisName,
    TArray < FInputAxisKeyMapping >& Ou...
)

Retrieve all axis mappings by a certain name.

Public function Const

const TArray ...

 

GetAxisMappings()

Ask for all the axis mappings

Public function Static

const FName

 

GetAxisMappingsPropertyName()

Get the member name for the details panel

Public function Const

void

 

GetAxisNames

(
    TArray < FName >& AxisNames
)

Populate a list of all defined axis names

Public function Static

UClass *

 

GetDefaultInputComponentClass()

Public function Static

UClass *

 

GetDefaultPlayerInputClass()

Class accessors.

Public function Static

UInputSettin ...

 

GetInputSettings()

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

Public function Const

const TArray ...

 

GetSpeechMappings()

Ask for all the speech mappings

Public function

FName

 

GetUniqueActionName

(
    const FName BaseActionMappingName
)

Finds unique action name based on existing action names

Public function

FName

 

GetUniqueAxisName

(
    const FName BaseAxisMappingName
)

Finds unique axis name based on existing action names

Public function

void

 

RemoveActionMapping

(
    const FInputActionKeyMapping & KeyM...,
    bool bForceRebuildKeymaps
)

Programmatically remove an action mapping to the project defaults

Public function

void

 

RemoveAxisMapping

(
    const FInputAxisKeyMapping & KeyMap...,
    bool bForceRebuildKeymaps
)

Programmatically remove an axis mapping to the project defaults

Public function

void

 

RemoveInvalidKeys()

Public function

void

 

SaveKeyMappings()

Flush the current mapping values to the config file

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeChainProperty

(
    FPropertyChangedChainEvent & Proper...
)

This alternate version of PostEditChange is called when properties inside structs are modified.

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostReloadConfig

(
    FProperty * PropertyThatWasLoad...
)

Called from ReloadConfig after the object has reloaded its configuration data.

Deprecated Variables

Name Description

Public variable

uint8 : 1

 

bDefaultViewportMouseLock_DEPRECATED

The default mouse lock state when the viewport acquires capture

Public variable

FKey

 

ConsoleKey_DEPRECATED

The key which opens the console.

See Also

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