FKey

Windows
MacOS
Linux

References

Module

InputCore

Header

/Engine/Source/Runtime/InputCore/Classes/InputCoreTypes.h

Include

#include "InputCoreTypes.h"

Syntax

struct FKey

Constructors

Name Description

Public function

FKey()

Public function

FKey

(
    const FName InName
)

Public function

FKey

(
    const TCHAR* InName
)

Public function

FKey

(
    const ANSICHAR* InName
)

Functions

Name Description

Public function Const

bool

 

ExportTextItem

(
    FString& ValueStr,
    FKey const& DefaultValue,
    UObject* Parent,
    int32 PortFlags,
    UObject* ExportRootScope
)

Public function Const

FText

 

GetDisplayName

(
    bool bLongDisplayName
)

Public function Const

FName

 

GetFName()

Public function Const

FName

 

GetMenuCategory()

Public function

bool

 

ImportTextItem

(
    const TCHAR*& Buffer,
    int32 PortFlags,
    UObject* Parent,
    FOutputDevice* ErrorText
)

Public function Const

bool

 

IsBindableInBlueprints()

Public function Const

bool

 

IsFloatAxis()

Public function Const

bool

 

IsGamepadKey()

Public function Const

bool

 

IsModifierKey()

Public function Const

bool

 

IsMouseButton()

Public function Const

bool

 

IsTouch()

Public function Const

bool

 

IsValid()

Public function Const

bool

 

IsVectorAxis()

Public function

void

 

PostScriptConstruct()

Public function

void

 

PostSerialize

(
    const FArchive& Ar
)

Public function

bool

 

SerializeFromMismatchedTag

(
    FPropertyTag const& Tag,
    FStructuredArchive::FSlot Slot
)

Public function Const

bool

 

ShouldUpdateAxisWithoutSamples()

Public function Const

FString

 

ToString()

Constants

Name

Description

SyntheticCharPrefix

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback