unreal.InputKeySelector

class unreal.InputKeySelector(outer: Object | None = None, name: Name | str = 'None')

Bases: Widget

A widget for selecting a single key or a single key with a modifier.

C++ Source:

  • Module: UMG

  • File: InputKeySelector.h

Editor Properties: (see get_editor_property/set_editor_property)

  • accessible_behavior (SlateAccessibleBehavior): [Read-Write] Whether or not the widget is accessible, and how to describe it. If set to custom, additional customization options will appear.

  • accessible_summary_behavior (SlateAccessibleBehavior): [Read-Write] How to describe this widget when it’s being presented through a summary of a parent widget. If set to custom, additional customization options will appear.

  • accessible_summary_text (Text): [Read-Write] When AccessibleSummaryBehavior is set to Custom, this is the text that will be used to describe the widget.

  • accessible_text (Text): [Read-Write] When AccessibleBehavior is set to Custom, this is the text that will be used to describe the widget.

  • allow_gamepad_keys (bool): [Read-Write] When true gamepad keys are allowed in the input chord representing the selected key, otherwise they are ignored.

  • allow_modifier_keys (bool): [Read-Write] When true modifier keys such as control and alt are allowed in the input chord representing the selected key, if false modifier keys are ignored.

  • can_children_be_accessible (bool): [Read-Write] Whether or not children of this widget can appear as distinct accessible widgets.

  • clipping (WidgetClipping): [Read-Write] Controls how the clipping behavior of this widget. Normally content that overflows the bounds of the widget continues rendering. Enabling clipping prevents that overflowing content from being seen.

    NOTE: Elements in different clipping spaces can not be batched together, and so there is a performance cost to clipping. Do not enable clipping unless a panel actually needs to prevent content from showing up outside its bounds.

  • cursor (MouseCursor): [Read-Write] The cursor to show when the mouse is over the widget

  • escape_keys (Array[Key]): [Read-Write] When true gamepad keys are allowed in the input chord representing the selected key, otherwise they are ignored.

  • flow_direction_preference (FlowDirectionPreference): [Read-Write] Allows you to set a new flow direction

  • is_enabled (bool): [Read-Write] Sets whether this widget can be modified interactively by the user

  • is_volatile (bool): [Read-Write] If true prevents the widget or its child’s geometry or layout information from being cached. If this widget changes every frame, but you want it to still be in an invalidation panel you should make it as volatile instead of invalidating it every frame, which would prevent the invalidation panel from actually ever caching anything.

  • key_selection_text (Text): [Read-Write] Sets the text which is displayed while selecting keys.

  • margin (Margin): [Read-Write] The amount of blank space around the text used to display the currently selected key.

  • navigation (WidgetNavigation): [Read-Write] The navigation object for this widget is optionally created if the user has configured custom navigation rules for this widget in the widget designer. Those rules determine how navigation transitions can occur between widgets.

  • no_key_specified_text (Text): [Read-Write] Sets the text to display when no key text is available or not selecting a key.

  • on_is_selecting_key_changed (OnIsSelectingKeyChanged): [Read-Write] Called whenever the key selection mode starts or stops.

  • on_key_selected (OnKeySelected): [Read-Write] Called whenever a new key is selected by the user.

  • override_accessible_defaults (bool): [Read-Write] Override all of the default accessibility behavior and text for this widget.

  • override_cursor (bool): [Read-Write]

  • pixel_snapping (WidgetPixelSnapping): [Read-Write] If the widget will draw snapped to the nearest pixel. Improves clarity but might cause visibile stepping in animation

  • render_opacity (float): [Read-Write] The opacity of the widget

  • render_transform (WidgetTransform): [Read-Write] The render transform of the widget allows for arbitrary 2D transforms to be applied to the widget.

  • render_transform_pivot (Vector2D): [Read-Write] The render transform pivot controls the location about which transforms are applied. This value is a normalized coordinate about which things like rotations will occur.

  • selected_key (InputChord): [Read-Write] The currently selected key chord.

  • slot (PanelSlot): [Read-Write] The parent slot of the UWidget. Allows us to easily inline edit the layout controlling this widget.

  • text_style (TextBlockStyle): [Read-Write] The button style used at runtime

  • tool_tip_text (Text): [Read-Write] Tooltip text to show when the user hovers over the widget with the mouse

  • tool_tip_widget (Widget): [Read-Only] Tooltip widget to show when the user hovers over the widget with the mouse

  • visibility (SlateVisibility): [Read-Write] The visibility of the widget

  • widget_style (ButtonStyle): [Read-Write] The button style used at runtime

property allow_gamepad_keys: bool

[Read-Write] When true gamepad keys are allowed in the input chord representing the selected key, otherwise they are ignored.

Type:

(bool)

property allow_modifier_keys: bool

[Read-Write] When true modifier keys such as control and alt are allowed in the input chord representing the selected key, if false modifier keys are ignored.

Type:

(bool)

property escape_keys: None

[Read-Only] When true gamepad keys are allowed in the input chord representing the selected key, otherwise they are ignored.

Type:

(Array[Key])

get_is_selecting_key() bool

Returns true if the widget is currently selecting a key, otherwise returns false.

Return type:

bool

property key_selection_text: Text

[Read-Write] Sets the text which is displayed while selecting keys.

Type:

(Text)

property margin: Margin

[Read-Write] The amount of blank space around the text used to display the currently selected key.

Type:

(Margin)

property no_key_specified_text: Text

[Read-Write] Sets the text to display when no key text is available or not selecting a key.

Type:

(Text)

property on_is_selecting_key_changed: OnIsSelectingKeyChanged

[Read-Write] Called whenever the key selection mode starts or stops.

Type:

(OnIsSelectingKeyChanged)

property on_key_selected: OnKeySelected

[Read-Write] Called whenever a new key is selected by the user.

Type:

(OnKeySelected)

property selected_key: InputChord

[Read-Write] The currently selected key chord.

Type:

(InputChord)

set_allow_gamepad_keys(allow_gamepad_keys) None

Sets whether or not gamepad keys are allowed in the selected key.

Parameters:

allow_gamepad_keys (bool) –

set_allow_modifier_keys(allow_modifier_keys) None

Sets whether or not modifier keys are allowed in the selected key.

Parameters:

allow_modifier_keys (bool) –

set_escape_keys(keys) None

Sets escape keys.

Parameters:

keys (Array[Key]) –

set_key_selection_text(key_selection_text) None

Sets the text which is displayed while selecting keys.

Parameters:

key_selection_text (Text) –

set_no_key_specified_text(no_key_specified_text) None

Sets the text to display when no key text is available or not selecting a key.

Parameters:

no_key_specified_text (Text) –

set_selected_key(selected_key) None

Sets the currently selected key.

Parameters:

selected_key (InputChord) –

set_text_block_visibility(visibility) None

Sets the visibility of the text block.

Parameters:

visibility (SlateVisibility) –

property text_style: TextBlockStyle

[Read-Write] The button style used at runtime

Type:

(TextBlockStyle)

property widget_style: ButtonStyle

[Read-Write] The button style used at runtime

Type:

(ButtonStyle)