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