description: Clone constructor.

code: FEnhancedInputActionEventBinding ( const [FEnhancedInputActionEventBinding](API\Plugins\EnhancedInput\FEnhancedInputActionEventBinding) & CloneFrom, [EInputBindingClone](API\Plugins\EnhancedInput\EInputBindingClone) Clone )


module: EnhancedInput

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FEnhancedInputActionEventBinding](API\Plugins\EnhancedInput\FEnhancedInputActionEventBinding) > Clone() const


className: FEnhancedInputActionEventBinding

description: A binding to an input action trigger event.

code: struct FEnhancedInputActionEventBinding : public [FInputBindingHandle](API\Plugins\EnhancedInput\FInputBindingHandle)


description: Implemented below.

code: virtual void Execute ( const [FInputActionInstance](API\Plugins\EnhancedInput\FInputActionInstance) & ActionData ) const


code: template<> virtual void Execute ( const [FInputActionInstance](API\Plugins\EnhancedInput\FInputActionInstance) & ActionData ) const


code: virtual bool IsBoundToObject ( void const * Object ) const


code: FEnhancedInputActionEventDelegateBinding ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) InTriggerEvent )


code: virtual void SetShouldFireWithEditorScriptGuard ( const bool bNewValue )


code: FEnhancedInputActionEventDelegateBinding &40; const FEnhancedInputActionEventDelegateBinding< TSignature > & CloneFrom, EInputBindingClone Clone &41;


description: Binding wrapper structs. You will need to create these to do manual binding. They permit storage of delegates with differing signatures within a single array of bindings.

code: template<typename TSignature> struct FEnhancedInputActionEventDelegateBinding : public [FEnhancedInputActionEventBinding](API\Plugins\EnhancedInput\FEnhancedInputActionEventBinding)

Delegate

type: TEnhancedInputU...


code: typedef TBaseDelegate_OneParam< void, const [FInputActionInstance](API\Plugins\EnhancedInput\FInputActionInstance) & > FEnhancedInputActionHandlerInstanceSignature


code: typedef TBaseDelegate_OneParam< void, const [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & > FEnhancedInputActionHandlerValueSignature


code: const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * GetAction() const


code: FEnhancedInputActionValueBinding()


code: FEnhancedInputActionValueBinding ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InAction )


className: FEnhancedInputActionValueBinding

description: Binds an action value for later reference. CurrentValue will be kept up to date with the value of the bound action

code: struct FEnhancedInputActionValueBinding : public [FInputBindingHandle](API\Plugins\EnhancedInput\FInputBindingHandle)


className: ComboKey

description: ComboFKeythat serves as the key combo triggers are automatically mapped to - is not action bindable.

code: static const [FKey](API\Runtime\InputCore\FKey) ComboKey;


className: FEnhancedInputActionHandlerSignature

description: Delegate signature for action events.

code: typedef TBaseDelegate_NoParams< void > FEnhancedInputActionHandlerSignature


className: FEnhancedInputKeys

code: struct FEnhancedInputKeys


description: Debug name for logging purposes

code: virtual const TCHAR * GetDebugName() const


description: Analog axis input

code: virtual bool HandleAnalogInputEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & InAnalogInputEvent )


description: Key down input

code: virtual bool HandleKeyDownEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Key up input

code: virtual bool HandleKeyUpEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Mouse button double clicked.

code: virtual bool HandleMouseButtonDoubleClickEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse button press

code: virtual bool HandleMouseButtonDownEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse movement input

code: virtual bool HandleMouseMoveEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse button release

code: virtual bool HandleMouseButtonUpEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse wheel input

code: virtual bool HandleMouseWheelOrGestureEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InWheelEvent, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) * InGestureEvent )


description: Tells the Enhanced Input World subsystem about the given key event

code: bool InputKeyToSubsystem ( const [FInputKeyParams](API\Runtime\Engine\GameFramework\FInputKeyParams) & Params )


description: Called on Tick to process any accumulated mouse input

code: void ProcessAccumulatedPointerInput ( float DeltaTime )


code: void UpdateCachedPointerPosition ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: virtual void Tick ( const float DeltaTime, [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ICursor](API\Runtime\ApplicationCore\GenericPlatform\ICursor) > Cursor )


className: FEnhancedInputWorldProcessor

description: It will not steal input, and all the functions here will return "False" so that other Input Processors still run with all their normal considerations.

code: class FEnhancedInputWorldProcessor : public [IInputProcessor](API\Runtime\Slate\Framework\Application\IInputProcessor)

CachedCursorDelta

description: The value of the mouse cursor from the most recent mouse event

NumCursorSamplesThisFrame

type: FIntPoint

description: The number of cursor samples that happened this frame.


className: FInjectedInput

code: struct FInjectedInput

Modifiers

type: TArray<UInputM...

RawValue

type: FInputActionVal...

Triggers

type: TArray<UInputT...


description: Total time the action has been evaluating triggering (Ongoing & Triggered)

code: float GetElapsedTime() const


className: FInjectedInputArray

Injected

type: TArray<FInject...


description: The source action that this instance is created from.

code: const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * GetSourceAction() const


description: Time that this action was last actively triggered.

code: float GetLastTriggeredWorldTime() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UInputModifier](API\Plugins\EnhancedInput\UInputModifier) * > & GetModifiers() const


description: Time the action has been actively triggered (Triggered only)

code: float GetTriggeredTime() const


description: Current trigger event.


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger) * > & GetTriggers() const


description: Current action value - Will be zero if the current trigger event is notETriggerEvent::Triggered!


code: FInputActionInstance ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InSourceAction )


className: FInputActionInstance

description: Run time queryable action instance Generated fromUInputActiontemplates above

code: struct FInputActionInstance

ElapsedProcessedTime

type: float

description: Total trigger processing/evaluation time (How long this action has been in event Started, Ongoing, or Triggered.

ElapsedTriggeredTime

description: Triggered time (How long this action has been in event Triggered only)

LastTriggeredWorldTime

description: The last time that this evaluated to a Triggered State.

Modifiers

type: TArray<TObject...

TriggerEvent

type: ETriggerEvent

description: Trigger state.

Value

description: Combined value of all inputs mapped to this action.


description: Using Button = bool;

code: typedef float Axis1D


description: In-place type conversion.

code: [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & ConvertToType ( [EInputActionValueType](API\Plugins\EnhancedInput\EInputActionValueType) Type )


code: [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & ConvertToType ( const [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & Other )


description: TODO: Would prefer a value type checked version here but this is complicated by the ability to change action value types within the editor. TODO: Binding helpers to limit key types that can be bound? Stop players binding an Axis2D input device to a bool action value.

code: template<typename T> T Get() const


description: Supported getter specializations.

code: template<> bool Get() const


code: template<> [FInputActionValue::Axis1D](API\Plugins\EnhancedInput\FInputActionValue\Axis1D) Get() const


code: template<> [FInputActionValue::Axis2D](API\Plugins\EnhancedInput\FInputActionValue\Axis2D) Get() const


code: template<> [FInputActionValue::Axis3D](API\Plugins\EnhancedInput\FInputActionValue\Axis3D) Get() const


code: float GetMagnitudeSq() const


code: bool IsNonZero ( float Tolerance ) const


code: [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & operator+= ( const [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & Rhs )


code: static [EInputActionValueType](API\Plugins\EnhancedInput\EInputActionValueType) GetValueTypeFromKey ( [FKey](API\Runtime\InputCore\FKey) Key )


description: Scalar operators.

code: [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & operator*= ( float Scalar )


code: [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & operator= ( const [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & )


description: Read only index based value accessor, doesn't care about type. Expect 0 when accessing unused components.

code: float operator[] ( int32 Index ) const


description: Resets Value without affecting ValueType.

code: void Reset()


description: Type sensitive debug stringify.


description: Support all relevant default constructors (FInputActionValueisn't movable)

code: FInputActionValue()


code: FInputActionValue ( const [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & )


description: Construct default value for a key.

code: FInputActionValue ( [FKey](API\Runtime\InputCore\FKey) KeyDefault )


code: FInputActionValue ( [Axis2D](API\Plugins\EnhancedInput\FInputActionValue\Axis2D) InValue )


code: FInputActionValue ( [Axis1D](API\Plugins\EnhancedInput\FInputActionValue\Axis1D) InValue )


description: Specialized constructors for supported types Converting a value to a different type (e.g. Val = FVector(1, 1, 1); Val = true;) zeroes out any unused components to ensure getters continue to function correctly.

code: FInputActionValue ( bool bInValue )


code: FInputActionValue ( [Axis3D](API\Plugins\EnhancedInput\FInputActionValue\Axis3D) InValue )


description: Build a specific type with an arbitrary Axis3D value.

code: FInputActionValue ( [EInputActionValueType](API\Plugins\EnhancedInput\EInputActionValueType) InValueType, [Axis3D](API\Plugins\EnhancedInput\FInputActionValue\Axis3D) InValue )


className: FInputActionValue

type: FVector

ValueType

type: EInputActionVal...


code: bool operator== ( const [FInputBindingHandle](API\Plugins\EnhancedInput\FInputBindingHandle) & Rhs ) const


code: FInputBindingHandle ( const [FInputBindingHandle](API\Plugins\EnhancedInput\FInputBindingHandle) & CloneFrom, [EInputBindingClone](API\Plugins\EnhancedInput\EInputBindingClone) )


code: virtual ~FInputBindingHandle()


className: FInputBindingHandle

description: A basic binding unique identifier

code: struct FInputBindingHandle


className: FInputCancelAction

CancelAction

type: TObjectPtr< con...

description: The action that must be completed (according to Cancellation States) to cancel the combo.

CancellationStates

description: Trigger events for this action that will cancel the combo - what events from this action should cancel the combo.


className: FInputComboStepData

ComboStepAction

description: The action that must be completed (according to Combo Step Completion States) to progress the combo.

ComboStepCompletionStates

description: Trigger events that will complete this step - what events from this action should progress the combo.

TimeToPressKey

description: Time to press the key before combo is cancelled - starts once the previous step in the combo is completed Note: This can be safely ignored for the first action in the combo


code: void Execute ( const [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & ActionValue ) const


description: Clone constructor.

code: FInputDebugKeyBinding ( const [FInputDebugKeyBinding](API\Plugins\EnhancedInput\FInputDebugKeyBinding) & CloneFrom, [EInputBindingClone](API\Plugins\EnhancedInput\EInputBindingClone) Clone )


code: FInputDebugKeyBinding ( const [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) InChord, const EInputEvent InKeyEvent, bool bInExecuteWhenPaused )


className: FInputDebugKeyBinding

description: Binds a delegate to an event on a key chord.

code: struct FInputDebugKeyBinding : public [FInputBindingHandle](API\Plugins\EnhancedInput\FInputBindingHandle)

bExecuteWhenPaused

type: bool

Chord

type: FInputChord

description: Input Chord to bind to

KeyEvent

type: TEnumAsByte< EI...

description: Key event to bind it to (e.g. pressed, released, double click)


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FInputDebugKeyBinding](API\Plugins\EnhancedInput\FInputDebugKeyBinding) > Clone() const


code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FInputDebugKeyBinding](API\Plugins\EnhancedInput\FInputDebugKeyBinding) > Clone() const


code: virtual void Execute ( const [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & ActionValue ) const


code: FInputDebugKeyDelegateBinding &40; const FInputDebugKeyDelegateBinding< TSignature > & CloneFrom, EInputBindingClone Clone &41;


code: FInputDebugKeyDelegateBinding ( const [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) Chord, const EInputEvent KeyEvent, bool bExecuteWhenPaused )


className: FInputDebugKeyDelegateBinding

code: template<typename TSignature> struct FInputDebugKeyDelegateBinding : public [FInputDebugKeyBinding](API\Plugins\EnhancedInput\FInputDebugKeyBinding)


className: FInputDebugKeyHandlerDynamicSignature

description: Delegate signature for debug key events.


code: FMappingQueryIssue ( [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) InIssue )


className: FMappingQueryIssue

description: Potential issue raised with a mapping request.

BlockingAction

description: Action within the input context that caused the blockage.

BlockingContext

description: Input context that contains a blocking action bound to the queried key.

Issue

type: EMappingQueryIs...


className: FModifyContextOptions

description: Passed in as params for Adding/Remove input contexts

bForceImmediately

type: uint8:  1

description: The mapping changes will be applied synchronously, rather than at the end of the frame, making them available to the input system on the same frame.

bIgnoreAllPressedKeysUntilRelease

description: If true then any keys that are pressed during the rebuild of control mappings will be ignored until they are released.

bNotifyUserSettings

description: If true, then this Mapping Context will be registered or unregistered with the Enhanced Input User Settings on this subsystem, if they exist.


className: FirstKeySlot

code: static [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) FirstKeySlot = FPlayerMappableKeySlot(0);


className: FourthKeySlot

code: static [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) FourthKeySlot = FPlayerMappableKeySlot(3);


code: int32 GetSlotNumber() const


code: [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & operator= ( const [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & Other )


code: [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & operator= ( [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) && )


code: bool operator== ( const [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & OtherKeySlot ) const


className: SecondKeySlot

code: static [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) SecondKeySlot = FPlayerMappableKeySlot(1);


className: ThirdKeySlot

code: static [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) ThirdKeySlot = FPlayerMappableKeySlot(2);


code: FPlayerMappableKeySlot ( int32 InSlotNumber )


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FPlayerMappableKeySlot ( [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) && )


code: FPlayerMappableKeySlot ( const [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & Other )


className: FPlayerMappableKeySlot

description: Explicitly identifies the slot for a player mappable key Experimental: Do not count on long term support for this structure.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType), DisplayName="Player Mappable Key Slot (Experimental)", Meta=(ScriptName="PlayerMappableKeySlotData")) struct FPlayerMappableKeySlot


code: [ETriggerState](API\Plugins\EnhancedInput\ETriggerState) EvaluateTriggers ( const [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * PlayerInput, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger) * > & Triggers, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) ModifiedValue, float DeltaTime )


code: bool GetMappingTriggerApplied() const


code: bool operator>= ( const [FTriggerStateTracker](API\Plugins\EnhancedInput\FTriggerStateTracker) & Other ) const


code: bool operator< ( const [FTriggerStateTracker](API\Plugins\EnhancedInput\FTriggerStateTracker) & Other ) const


code: void SetMappingTriggerApplied ( bool bNewVal )


description: TODO: Hacky. This is the state we should return if we have evaluated no valid triggers. Set during action evaluation based on final ModifiedValue.

code: void SetStateForNoTriggers ( [ETriggerState](API\Plugins\EnhancedInput\ETriggerState) State )


className: FTriggerStateTracker

description: Calculate a collective representation of trigger state from evaluations of all triggers in one or more trigger groups.

code: struct FTriggerStateTracker


className: GetTypeHash

code: PRAGMA_DISABLE_DEPRECATION_WARNINGSuint32 GetTypeHash ( const [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & Ref )


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IEnhancedInputModule](API\Plugins\EnhancedInput\IEnhancedInputModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IEnhancedInputModule

description: The public interface to this module

code: class IEnhancedInputModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Add a control mapping context.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input", Meta=(AutoCreateRefTerm="Options")) virtual void AddMappingContext ( const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * MappingContext, int32 Priority, const [FModifyContextOptions](API\Plugins\EnhancedInput\FModifyContextOptions) & Options )


description: Adds all the input mapping contexts inside of this mappable config.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input|PlayerMappable", Meta=(AutoCreateRefTerm="Options", DeprecatedFunction, DeprecationMessage="AddPlayerMappableConfig has been deprecated, please use UEnhancedInputUserSettings instead.")) virtual void AddPlayerMappableConfig ( const UPlayerMappableInputConfig * Config, const [FModifyContextOptions](API\Plugins\EnhancedInput\FModifyContextOptions) & Options )


description:
Emplace or replace any currently applied key in KeySlot for mapping of MappingName. Requests a rebuild of the player mappings.
The number of mappings that have been replaced

code: virtual int32 AddPlayerMappedKeyInSlot ( const [FName](API\Runtime\Core\UObject\FName) MappingName, const [FKey](API\Runtime\InputCore\FKey) NewKey, const [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & KeySlot, const [FModifyContextOptions](API\Plugins\EnhancedInput\FModifyContextOptions) & Options )


description: Binds to any delegates of interest on theUEnhancedInputUserSettingsif they are enabled in the developer settings.

code: virtual void BindUserSettingDelegates()


description:
Emplace or replace any currently applied key in the first key slot for mapping of MappingName. Requests a rebuild of the player mappings.
The number of mappings that have been replaced

code: virtual int32 AddPlayerMappedKey ( const [FName](API\Runtime\Core\UObject\FName) MappingName, const [FKey](API\Runtime\InputCore\FKey) NewKey, const [FModifyContextOptions](API\Plugins\EnhancedInput\FModifyContextOptions) & Options )


description: Function that will be called when Control Mappings have been rebuilt this tick.


description: Remove all applied mapping contexts.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input") virtual void ClearAllMappings()


description: Get an array of the currently applied key mappings that are marked as Player Mappable.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input|Mapping Queries") virtual [TArray](API\Runtime\Core\Containers\TArray)< [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) > GetAllPlayerMappableActionKeyMappings() const


description: Get all the player mapped keys to the given mapping name. If there is not a player mapped key, then this will returnTArray().

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input|PlayerMappable", Meta=(DeprecatedFunction, DeprecationMessage="GetAllPlayerMappedKeys has been deprecated, please use UEnhancedInputUserSettings instead.")) virtual [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > GetAllPlayerMappedKeys ( const [FName](API\Runtime\Core\UObject\FName) MappingName ) const


code: [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * GetPlayerInput() const


description: Get the player mapped key in first slot to the given mapping name. If there is not a player mapped key, then this will return EKeys::Invalid.

code: virtual [FKey](API\Runtime\InputCore\FKey) GetPlayerMappedKeyInSlot ( const [FName](API\Runtime\Core\UObject\FName) MappingName, const [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & KeySlot ) const


code: virtual [FKey](API\Runtime\InputCore\FKey) GetPlayerMappedKey ( const [FName](API\Runtime\Core\UObject\FName) MappingName ) const


description: This gives an implementor of this interface an oppurtunity to add in a nice blueprint useable delegate.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings", Meta=(DisplayName="Get Enhanced Input User Settings")) virtual [UEnhancedInputUserSettings](API\Plugins\EnhancedInput\UserSettings\UEnhancedInputUserSettings) * GetUserSettings() const


description: Check if a mapping context is applied to this subsystem's owner.

code: virtual bool HasMappingContext ( const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * MappingContext ) const


description:
Check if a mapping context is applied to this subsystem's owner.
True if the mapping context is applied

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input|Mapping Queries") virtual bool HasMappingContext ( const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * MappingContext, int32 & OutFoundPriority ) const


description: Not every enhanced input subsystem needs user settings, so this is an optional feature.

code: virtual void InitalizeUserSettings()


description: Input simulation via injection. Runs modifiers and triggers delegates as if the input had come through the underlying input system as FKeys. Applies action modifiers and triggers on top.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input", Meta=(AutoCreateRefTerm="Modifiers,Triggers")) virtual void InjectInputForAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) RawValue, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputModifier](API\Plugins\EnhancedInput\UInputModifier) * > & Modifiers, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger) * > & Triggers )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input", Meta=(AutoCreateRefTerm="Modifiers,Triggers")) virtual void InjectInputForPlayerMapping ( const [FName](API\Runtime\Core\UObject\FName) MappingName, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) RawValue, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputModifier](API\Plugins\EnhancedInput\UInputModifier) * > & Modifiers, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger) * > & Triggers )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input", Meta=(AutoCreateRefTerm="Modifiers,Triggers")) virtual void InjectInputVectorForAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, FVector Value, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputModifier](API\Plugins\EnhancedInput\UInputModifier) * > & Modifiers, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger) * > & Triggers )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input", Meta=(AutoCreateRefTerm="Modifiers,Triggers")) virtual void InjectInputVectorForPlayerMapping ( const [FName](API\Runtime\Core\UObject\FName) MappingName, FVector Value, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputModifier](API\Plugins\EnhancedInput\UInputModifier) * > & Modifiers, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger) * > & Triggers )


description: A callback for when the user has applied a new mappable key profile.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnUserKeyProfileChanged ( const [UEnhancedPlayerMappableKeyProfile](API\Plugins\EnhancedInput\UserSettings\UEnhancedPlayerMappableKeyProfil-) * InNewProfile )


description: Callback for when any Enhanced Input user settings have been changed (a new key mapping for example)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnUserSettingsChanged ( [UEnhancedInputUserSettings](API\Plugins\EnhancedInput\UserSettings\UEnhancedInputUserSettings) * Settings )


description: Returns the keys mapped to the given action in the active input mapping contexts.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input|Mapping Queries") virtual [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > QueryKeysMappedToAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action ) const


description: QueryMapKeyInContextSet

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input|Mapping Queries") virtual [EMappingQueryResult](API\Plugins\EnhancedInput\EMappingQueryResult) QueryMapKeyInActiveContextSet ( const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * InputContext, const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, [FKey](API\Runtime\InputCore\FKey) Key, [TArray](API\Runtime\Core\Containers\TArray)< [FMappingQueryIssue](API\Plugins\EnhancedInput\FMappingQueryIssue) > & OutIssues, [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) BlockingIssues )


description: QueryMapKeyInActiveContextSet

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input|Mapping Queries") virtual [EMappingQueryResult](API\Plugins\EnhancedInput\EMappingQueryResult) QueryMapKeyInContextSet ( const [TArray](API\Runtime\Core\Containers\TArray)< [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * > & PrioritizedActiveContexts, const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * InputContext, const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, [FKey](API\Runtime\InputCore\FKey) Key, [TArray](API\Runtime\Core\Containers\TArray)< [FMappingQueryIssue](API\Plugins\EnhancedInput\FMappingQueryIssue) > & OutIssues, [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) BlockingIssues )


description: Remove All PlayerMappedKeys Requests a rebuild of the player mappings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input|PlayerMappable", Meta=(AutoCreateRefTerm="Options", DeprecatedFunction, DeprecationMessage="RemoveAllPlayerMappedKeys has been deprecated, please use UEnhancedInputUserSettings instead.")) virtual void RemoveAllPlayerMappedKeys ( const [FModifyContextOptions](API\Plugins\EnhancedInput\FModifyContextOptions) & Options )


description: Remove a specific control context. This is safe to call even if the context is not applied.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input", Meta=(AutoCreateRefTerm="Options")) virtual void RemoveMappingContext ( const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * MappingContext, const [FModifyContextOptions](API\Plugins\EnhancedInput\FModifyContextOptions) & Options )


description:
Removes player mapped key in the KeySlot for mapping of MappingName. Requests a rebuild of the player mappings.
The number of mappings that have been removed

code: virtual int32 RemovePlayerMappedKeyInSlot ( const [FName](API\Runtime\Core\UObject\FName) MappingName, const [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & KeySlot, const [FModifyContextOptions](API\Plugins\EnhancedInput\FModifyContextOptions) & Options )


description: Removes all the input mapping contexts inside of this mappable config.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input|PlayerMappable", Meta=(AutoCreateRefTerm="Options", DeprecatedFunction, DeprecationMessage="RemovePlayerMappableConfig has been deprecated, please use UEnhancedInputUserSettings instead.")) virtual void RemovePlayerMappableConfig ( const UPlayerMappableInputConfig * Config, const [FModifyContextOptions](API\Plugins\EnhancedInput\FModifyContextOptions) & Options )


description:
Removes player mapped key in the first KeySlot for mapping of MappingName. Requests a rebuild of the player mappings.
The number of mappings that have been removed

code: virtual int32 RemovePlayerMappedKey ( const [FName](API\Runtime\Core\UObject\FName) MappingName, const [FModifyContextOptions](API\Plugins\EnhancedInput\FModifyContextOptions) & Options )


description: Flag player for reapplication of all mapping contexts at the end of this frame. This is called automatically when adding or removing mappings contexts.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input", Meta=(AutoCreateRefTerm="Options")) virtual void RequestRebuildControlMappings ( const [FModifyContextOptions](API\Plugins\EnhancedInput\FModifyContextOptions) & Options, [EInputMappingRebuildType](API\Plugins\EnhancedInput\EInputMappingRebuildType) RebuildType )


description: Debug visualization for enhanced input local player subsystem.

code: virtual void ShowDebugInfo &40; UCanvas &42; Canvas &41;


description: Helper function to display debug about mapping context info

code: void ShowMappingContextDebugInfo ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * PlayerInput )


description: Starts simulation of input via injection. This injects the given input every tick until it is stopped with StopContinuousInputInjectionForAction.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input", Meta=(AutoCreateRefTerm="Modifiers,Triggers")) virtual void StartContinuousInputInjectionForAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) RawValue, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputModifier](API\Plugins\EnhancedInput\UInputModifier) * > & Modifiers, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger) * > & Triggers )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input", Meta=(AutoCreateRefTerm="Modifiers,Triggers")) virtual void StartContinuousInputInjectionForPlayerMapping ( const [FName](API\Runtime\Core\UObject\FName) MappingName, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) RawValue, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputModifier](API\Plugins\EnhancedInput\UInputModifier) * > & Modifiers, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger) * > & Triggers )


description: Stops continuous input injection for the given action.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input") virtual void StopContinuousInputInjectionForAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action )


description: Stops continuous input injection for the given player mapping name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input") virtual void StopContinuousInputInjectionForPlayerMapping ( const [FName](API\Runtime\Core\UObject\FName) MappingName )


description: Ticks any forced/injected input to the subsystem's player input. If you want support for ApplyForcedInput in a subsytem implementing this interface, then you must call this function.

code: void TickForcedInput ( float DeltaTime )


className: operator&

code: constexpr [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) operator& ( [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) Lhs, [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) Rhs )


className: IEnhancedInputSubsystemInterface

description: Includes native functionality shared between all subsystems.

code: class IEnhancedInputSubsystemInterface


code: constexpr [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) operator& ( [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) Lhs, [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) Rhs )


code: constexpr [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) operator& ( [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) Lhs, [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) Rhs )


className: operator&=

code: [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) & operator&= ( [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) & Lhs, [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) Rhs )


code: [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) & operator&= ( [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) & Lhs, [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) Rhs )


code: [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) & operator&= ( [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) & Lhs, [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) Rhs )


className: operator~

code: constexpr [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) operator~ ( [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) E )


code: constexpr [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) operator~ ( [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) E )


code: constexpr [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) operator~ ( [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) E )


className: operator^

code: constexpr [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) operator^ ( [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) Lhs, [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) Rhs )


code: constexpr [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) operator^ ( [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) Lhs, [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) Rhs )


code: constexpr [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) operator^ ( [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) Lhs, [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) Rhs )


className: operator^=

code: [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) & operator^= ( [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) & Lhs, [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) Rhs )


code: [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) & operator^= ( [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) & Lhs, [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) Rhs )


code: [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) & operator^= ( [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) & Lhs, [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) Rhs )


className: operator!

code: constexpr bool operator! ( [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) E )


code: constexpr bool operator! ( [EMappingQueryIssue](API\Plugins\EnhancedInput\EMappingQueryIssue) E )


code: constexpr bool operator! ( [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) E )


description: Binds a script delegate on an arbitraryUObject, hidden for native delegates

code: template<typename TSig, typename> void BindDelegate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FName](API\Runtime\Core\UObject\FName) FuncName )


description: Binds a native delegate, hidden for script delegates

code: template<typename UserClass, typename TSig, typename... TVars> void BindDelegate ( UserClass * Object, typename TSig::template TMethodPtr< UserClass, TVars... > Func, TVars... Vars )


code: template<typename... TArgs> void Execute ( TArgs... Args ) const


code: bool IsBoundToObject ( void const * Object ) const


code: template<typename TSig> TSig & MakeDelegate()


code: void SetShouldFireWithEditorScriptGuard ( const bool bNewValue )


className: TEnhancedInputUnifiedDelegate

description: Unified storage for both native and dynamic delegates with any signature

code: template<typename TSignature> struct TEnhancedInputUnifiedDelegate


description: Override this function to bind a delegate to the given input component.

code: virtual void BindToInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InputComponent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToBindTo ) const


code: UEnhancedInputActionDelegateBinding ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UEnhancedInputActionDelegateBinding

InputActionDelegateBindings

type: TArray<FBluepr...


code: UEnhancedInputActionValueBinding ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Binds to an object UFUNCTION

code: [FEnhancedInputActionEventBinding](API\Plugins\EnhancedInput\FEnhancedInputActionEventBinding) & BindAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) TriggerEvent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) FunctionName )


className: UEnhancedInputActionValueBinding

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEnhancedInputActionValueBinding : public [UInputDelegateBinding](API\Runtime\Engine\Engine\UInputDelegateBinding)


code: template<class UserClass> [FInputActionBinding](API\Runtime\Engine\Components\FInputActionBinding) & BindAction ( const [FName](API\Runtime\Core\UObject\FName) ActionName, const EInputEvent KeyEvent, UserClass * Object, typename FInputActionHandlerWithKeySignature::TMethodPtr< UserClass > Func )


code: template<class UserClass, typename... VarTypes> [FEnhancedInputActionEventBinding](API\Plugins\EnhancedInput\FEnhancedInputActionEventBinding) & BindAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) TriggerEvent, UserClass * Object, typename FEnhancedInputActionHandlerSignature::template TMethodPtr< UserClass, VarTypes... > Func, VarTypes... Vars )


description: Delete all InputComponent binding helpers. Indicates intentions going forward and improves intellisense/VAX when working with EnhancedInputCompoennts.

code: template<class UserClass> [FInputActionBinding](API\Runtime\Engine\Components\FInputActionBinding) & BindAction ( const [FName](API\Runtime\Core\UObject\FName) ActionName, const EInputEvent KeyEvent, UserClass * Object, typename FInputActionHandlerSignature::TMethodPtr< UserClass > Func )


code: template<class UserClass, typename... VarTypes> [FEnhancedInputActionEventBinding](API\Plugins\EnhancedInput\FEnhancedInputActionEventBinding) & BindAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) TriggerEvent, UserClass * Object, typename FEnhancedInputActionHandlerValueSignature::template TMethodPtr< UserClass, VarTypes... > Func, VarTypes... Vars )


code: template<class UserClass, typename... VarTypes> [FEnhancedInputActionEventBinding](API\Plugins\EnhancedInput\FEnhancedInputActionEventBinding) & BindAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) TriggerEvent, UserClass * Object, typename FEnhancedInputActionHandlerInstanceSignature::template TMethodPtr< UserClass, VarTypes... > Func, VarTypes... Vars )


code: template<class DelegateType, class UserClass, typename... VarTypes> [FInputActionBinding](API\Runtime\Engine\Components\FInputActionBinding) & BindAction ( const [FName](API\Runtime\Core\UObject\FName) ActionName, const EInputEvent KeyEvent, UserClass * Object, typename DelegateType::template TMethodPtr< UserClass > Func, VarTypes... Vars )


description: Binds aUInputActionassigned viaUInputMappingContextto this component. No delegate will be called when this action triggers. The binding simply reflects the current value of the action.

code: [FEnhancedInputActionValueBinding](API\Plugins\EnhancedInput\FEnhancedInputActionValueBinding) & BindActionValue ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action )


code: [FInputAxisBinding](API\Runtime\Engine\Components\FInputAxisBinding) & BindAxis ( const [FName](API\Runtime\Core\UObject\FName) AxisName )


code: template<class UserClass> [FInputAxisBinding](API\Runtime\Engine\Components\FInputAxisBinding) & BindAxis ( const [FName](API\Runtime\Core\UObject\FName) AxisName, UserClass * Object, typename FInputAxisHandlerSignature::TMethodPtr< UserClass > Func )


code: [FInputAxisKeyBinding](API\Runtime\Engine\Components\FInputAxisKeyBinding) & BindAxisKey ( const [FKey](API\Runtime\InputCore\FKey) AxisKey )


code: template<class UserClass> [FInputAxisKeyBinding](API\Runtime\Engine\Components\FInputAxisKeyBinding) & BindAxisKey ( const [FKey](API\Runtime\InputCore\FKey) AxisKey, UserClass * Object, typename FInputAxisHandlerSignature::TMethodPtr< UserClass > Func )


description: Binds a chord event to a delegate function in development builds only.

code: template<class UserClass> [FInputDebugKeyBinding](API\Plugins\EnhancedInput\FInputDebugKeyBinding) & BindDebugKey ( const [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) Chord, const EInputEvent KeyEvent, UserClass * Object, typename FInputDebugKeyHandlerSignature::TMethodPtr< UserClass > Func, bool bExecuteWhenPaused )


description: Binds to an object UFUNCTION

code: [FInputDebugKeyBinding](API\Plugins\EnhancedInput\FInputDebugKeyBinding) & BindDebugKey ( const [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) Chord, const EInputEvent KeyEvent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) FunctionName, bool bExecuteWhenPaused )


code: template<class UserClass> [FInputGestureBinding](API\Runtime\Engine\Components\FInputGestureBinding) & BindGesture ( const [FKey](API\Runtime\InputCore\FKey) GestureKey, UserClass * Object, typename FInputGestureHandlerSignature::TMethodPtr< UserClass > Func )


code: template<class UserClass> [FInputKeyBinding](API\Runtime\Engine\Components\FInputKeyBinding) & BindKey ( const [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) Chord, const EInputEvent KeyEvent, UserClass * Object, typename FInputActionHandlerSignature::TMethodPtr< UserClass > Func )


code: template<class UserClass> [FInputKeyBinding](API\Runtime\Engine\Components\FInputKeyBinding) & BindKey ( const [FKey](API\Runtime\InputCore\FKey) Key, const EInputEvent KeyEvent, UserClass * Object, typename FInputActionHandlerSignature::TMethodPtr< UserClass > Func )


code: [FInputVectorAxisBinding](API\Runtime\Engine\Components\FInputVectorAxisBinding) & BindVectorAxis ( const [FKey](API\Runtime\InputCore\FKey) AxisKey )


code: template<class UserClass> [FInputTouchBinding](API\Runtime\Engine\Components\FInputTouchBinding) & BindTouch ( const EInputEvent KeyEvent, UserClass * Object, typename FInputTouchHandlerSignature::TMethodPtr< UserClass > Func )


code: template<class UserClass> [FInputVectorAxisBinding](API\Runtime\Engine\Components\FInputVectorAxisBinding) & BindVectorAxis ( const [FKey](API\Runtime\InputCore\FKey) AxisKey, UserClass * Object, typename FInputVectorAxisHandlerSignature::TMethodPtr< UserClass > Func )


description: Removes all action bindings.

code: virtual void ClearActionBindings()


description: Removes all action bindings.

code: void ClearActionEventBindings()


code: void ClearActionValueBindings()


code: void ClearDebugKeyBindings()


description: Clears any input callback delegates from the givenUObject

code: virtual void ClearBindingsForObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner )


description: RemoveActionEventBinding

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FEnhancedInputActionEventBinding](API\Plugins\EnhancedInput\FEnhancedInputActionEventBinding) > > & GetActionEventBindings() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FEnhancedInputActionValueBinding](API\Plugins\EnhancedInput\FEnhancedInputActionValueBinding) > & GetActionValueBindings() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FInputDebugKeyBinding](API\Plugins\EnhancedInput\FInputDebugKeyBinding) > > & GetDebugKeyBindings() const


description: Helper function to pull the action value for a bound action value.

code: [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) GetBoundActionValue ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action ) const


description:
Checks whether this component has any input bindings.
true if any bindings are set, false otherwise.

code: bool HasBindings() const


description: GetNumActionEventBindings

code: bool RemoveActionEventBinding ( const int32 BindingIndex )


code: bool RemoveActionValueBinding ( const int32 BindingIndex )


description: ClearDebugKeyBindings

code: bool RemoveBinding ( const [FInputBindingHandle](API\Plugins\EnhancedInput\FInputBindingHandle) & BindingToRemove )


description: GetNumActionEventBindings

code: bool RemoveBindingByHandle ( const uint32 Handle )


code: bool RemoveDebugKeyBinding ( const int32 BindingIndex )


code: void SetShouldFireDelegatesInEditor ( const bool bInNewValue )


code: UEnhancedInputComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UEnhancedInputComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Input, HideCategories=(Activation, "Components|Activation")) class UEnhancedInputComponent : public [UInputComponent](API\Runtime\Engine\Components\UInputComponent)


className: UEnhancedInputDeveloperSettings

description: Developer settings for Enhanced Input

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Input, defaultconfig, Meta=(DisplayName="Enhanced Input")) class UEnhancedInputDeveloperSettings : public [UDeveloperSettingsBackedByCVars](API\Runtime\DeveloperSettings\Engine\UDeveloperSettingsBackedByCVars)

bEnableDefaultMappingContexts

description: If true, then the DefaultMappingContexts will be applied to all Enhanced Input Subsystems.

bEnableUserSettings

description: If true, then an instance of the User Settings Class will be created on each Enhanced Input subsystem.

bEnableWorldSubsystem

description: If true, then the world subsystem will be created.

bLogOnDeprecatedConfigUsed

description: If true, then a warning will be logged when a UPlayerMappableInputConfig that has been marked as deprecated is used.

bSendTriggeredEventsWhenInputIsFlushed

description: If true, then any in progress Enhanced Input Actions will fire Cancelled and Triggered events when input is flushed (i.e. the viewport has lost focus, orUEnhancedPlayerInput::FlushPressedKeyshas been called)

bShouldLogAllWorldSubsystemInputs

description: If true then the Enhanced Input world subsystem will log all input that is being processed by it (keypresses, analog values, etc) Note: This can produce A LOT of logs, so only use this if you are debugging something.

bShouldOnlyTriggerLastActionInChord

description: If true, then only the last action in a ChordedAction trigger will be fired.

DefaultMappingContexts

type: TArray<FDefaul...

description: Array of any input mapping contexts that you want to be applied by default to the Enhanced Input local player subsystem.

DefaultPlayerMappableKeyProfileClass

type: TSoftClassPtr< ...

description: The default class for the player mappable key profile, used to store the key mappings set by the player in the user settings.

DefaultWorldInputClass

description: The default player input class that the Enhanced Input world subsystem will use.

DefaultWorldSubsystemMappingContexts

description: Array of any input mapping contexts that you want to be applied by default to the Enhanced Input world subsystem.

PlatformSettings

type: FPerPlatformSet...

description: Platform specific settings for Enhanced Input.

UserSettingsClass

description: The class that should be used for the User Settings by each Enhanced Input subsystem.


code: UEnhancedInputDeveloperSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


description: Breaks an ActionValue into X, Y, Z. Axes not supported by value type will be 0.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input", Meta=(NativeBreakFunc)) static void BreakInputActionValue ( [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) InActionValue, double & X, double & Y, double & Z, [EInputActionValueType](API\Plugins\EnhancedInput\EInputActionValueType) & Type )


description: Interpret an InputActionValue as a 1D axis (double) input

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintInternalUseOnly, Meta=(BlueprintAutocast)) static double Conv_InputActionValueToAxis1D ( [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) InValue )


description: Interpret an InputActionValue as a 3D axis (Vector) input

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintInternalUseOnly, Meta=(BlueprintAutocast)) static FVector Conv_InputActionValueToAxis3D ( [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) ActionValue )


description: Interpret an InputActionValue as a 2D axis (Vector2D) input

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintInternalUseOnly, Meta=(BlueprintAutocast)) static FVector2D Conv_InputActionValueToAxis2D ( [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) InValue )


description: Interpret an InputActionValue as a boolean input

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintInternalUseOnly, Meta=(BlueprintAutocast)) static bool Conv_InputActionValueToBool ( [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) InValue )


description: Converts aFInputActionValueto a string

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="To String (InputActionValue)", CompactNodeTitle="->", BlueprintAutocast), Category="Utilities|String") static [FString](API\Runtime\Core\Containers\FString) Conv_InputActionValueToString ( [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) ActionValue )


description: Call SubsystemPredicate on each registered player and standalone enhanced input subsystem.

code: static void ForEachSubsystem ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([IEnhancedInputSubsystemInterface](API\Plugins\EnhancedInput\IEnhancedInputSubsystemInterface) *)> SubsystemPredicate )


description: GetInputActionvalue internal accessor function for actions that have been bound to from aUEnhancedInputComponent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintInternalUseOnly, Meta=(HidePin="Action")) static [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) GetBoundActionValue ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action )


description: Deprecated*FPlayerMappableKeySlothas been deprecated. Please use EPlayerMappableKeySlot instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input", Meta=(ReturnDisplayName="First Player Mappable Key Slot", DeprecatedFunction, DeprecationMessage="FPlayerMappableKeyOptions has been deprecated. Please use UPlayerMappableKeySettings instead.")) static PRAGMA_DISABLE_DEPRECATION_WARNINGS[FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & GetFirstPlayerMappableKeySlot()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input", Meta=(ReturnDisplayName="Fourth Player Mappable Key Slot", DeprecatedFunction, DeprecationMessage="FPlayerMappableKeyOptions has been deprecated. Please use UPlayerMappableKeySettings instead.")) static [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & GetFourthPlayerMappableKeySlot()


description: Returns the name of the mapping based on setting behavior used. If no name is found in the Mappable Key Settings it will return the name set in Player Mappable Options if bIsPlayerMappable is true.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input", Meta=(ReturnDisplayName="Mapping Name")) static [FName](API\Runtime\Core\UObject\FName) GetMappingName ( const [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) & ActionKeyMapping )


description: Returns the Player Mappable Key Settings owned by the Action Key Mapping or by the referenced Input Action, or nothing based of the Setting Behavior.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input", Meta=(ReturnDisplayName="Player Mappable Key Settings")) static [UPlayerMappableKeySettings](API\Plugins\EnhancedInput\UPlayerMappableKeySettings) * GetPlayerMappableKeySettings ( const [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) & ActionKeyMapping )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input", Meta=(ReturnDisplayName="Second Player Mappable Key Slot", DeprecatedFunction, DeprecationMessage="FPlayerMappableKeyOptions has been deprecated. Please use UPlayerMappableKeySettings instead.")) static [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & GetSecondPlayerMappableKeySlot()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input", Meta=(ReturnDisplayName="Third Player Mappable Key Slot", DeprecatedFunction, DeprecationMessage="FPlayerMappableKeyOptions has been deprecated. Please use UPlayerMappableKeySettings instead.")) static [FPlayerMappableKeySlot](API\Plugins\EnhancedInput\FPlayerMappableKeySlot) & GetThirdPlayerMappableKeySlot()


description: Returns true if this Action Key Mapping either holds a Player Mappable Key Settings or is set bIsPlayerMappable.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input", Meta=(ReturnDisplayName="Is Player Mappable")) static bool IsActionKeyMappingPlayerMappable ( const [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) & ActionKeyMapping )


description: Deprecated* This version of MakeInputActionValue has been deprecated, please use MakeInputActionValueOfType

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input", Meta=(Keywords="construct build", NativeMakeFunc, DeprecatedFunction, DeprecatedMessage="This version of MakeInputActionValue has been deprecated, please use MakeInputActionValueOfType")) static [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) MakeInputActionValue ( double X, double Y, double Z, const [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & MatchValueType )


description: Intended for use in Input Modifier Modify Raw overloads to modify an existing Input Action Value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input", Meta=(Keywords="construct build", NativeMakeFunc)) static [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) MakeInputActionValueOfType ( double X, double Y, double Z, const [EInputActionValueType](API\Plugins\EnhancedInput\EInputActionValueType) ValueType )


description: Flag all enhanced input subsystems making use of the mapping context for reapplication of all control mappings at the end of this frame.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Input") static void RequestRebuildControlMappingsUsingContext ( const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * Context, bool bForceImmediately )


className: UEnhancedInputLibrary

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEnhancedInputLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


className: FOnControlMappingsRebuilt

description: A delegate that will be called when control mappings have been rebuilt this frame.

code: class FOnControlMappingsRebuilt


description: Function that will be called when Control Mappings have been rebuilt this tick.


code: virtual [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * GetPlayerInput() const


code: virtual [UEnhancedInputUserSettings](API\Plugins\EnhancedInput\UserSettings\UEnhancedInputUserSettings) * GetUserSettings() const


code: template<class UserSettingClass> virtual UserSettingClass * GetUserSettings() const


description: Not every enhanced input subsystem needs user settings, so this is an optional feature.

code: virtual void InitalizeUserSettings()


description: BeginULocalPlayerSubsystem.

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


className: UEnhancedInputLocalPlayerSubsystem

description: Per local player input subsystem.

ControlMappingsRebuiltDelegate

type: FOnControlMappi...

description: Blueprint Event that is called at the end of any frame that Control Mappings have been rebuilt.

UserSettings

type: TObjectPtr<UEn...

description: The user settings for this subsystem used to store each user's input related settings


description: Callback for when the player controller is changed on this subsystem's owning local player

code: virtual void PlayerControllerChanged ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayerController )


description: Returns a pointer to the desired redirect mapping context. If there isn't one, then this returns InContext.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="EnhancedInput") const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * GetContextRedirect ( [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * InContext ) const


description: Return the map of all Context Redirects in this platform data.

code: const [TMap](API\Runtime\Core\Containers\TMap)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) >, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) > > & GetMappingContextRedirects() const


description:
Generic function to validate objects during changelist validations, etc.
Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


className: UEnhancedInputPlatformData

description: Make a subclass of this to add some additional options for per-platform settings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, ClassGroup=Input, Meta=(Category="EnhancedInput")) class UEnhancedInputPlatformData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

MappingContextRedirects

type: TMap<TObjectPt...

description: Maps one Input Mapping Context to another.


description: Iterates each validUEnhancedInputPlatformDatathat is on this platform.

code: void ForEachInputData ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [UEnhancedInputPlatformData](API\Plugins\EnhancedInput\UEnhancedInputPlatformData) &)> Predicate )


code: static [UEnhancedInputPlatformSettings](API\Plugins\EnhancedInput\UEnhancedInputPlatformSettings) * Get()


description: Populates the given map with all mapping context redirects in the current platform's InputData.

code: void GetAllMappingContextRedirects ( [TMap](API\Runtime\Core\Containers\TMap)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) >, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) >> & OutRedirects )


description: Get the current Enhanced Input platform data

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UEnhancedInputPlatformData](API\Plugins\EnhancedInput\UEnhancedInputPlatformData) > > & GetInputData() const


description: Load the input data subclasses and cache them for later use in the InputDataClasses array.

code: void LoadInputDataClasses()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Returns true if this platform has specified that it should log what mapping context redirects occur


className: UEnhancedInputPlatformSettings

description: Settings for Enhanced Input that can be set per-platform

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Input, defaultconfig) class UEnhancedInputPlatformSettings : public [UPlatformSettings](API\Runtime\DeveloperSettings\Engine\UPlatformSettings)

bShouldLogMappingContextRedirects

description: If true, then Enhanced Input will log which mapping contexts have been redirected when building the control mappings.

InputData

type: TArray<TSoftCl...

description: Input data that can be populated with Enhanced Input Platform Data blueprints

InputDataClasses

type: TArray<TSubcla...

description: A transient array of the subclasses for the Enhanced Input Platform data.


className: UEnhancedInputSubsystemInterface

code: class UEnhancedInputSubsystemInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Adds this Actor's input component onto the stack to be processed by this subsystem's tick function

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|World", Meta=(DefaultToSelf="Actor")) void AddActorInputComponent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Adds all the default mapping contexts

code: void AddDefaultMappingContexts()


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: virtual bool DoesSupportWorldType ( const [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) WorldType ) const


code: virtual [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * GetPlayerInput() const


description: This should only be called by theFEnhancedInputWorldProcessor

code: bool InputKey ( const [FInputKeyParams](API\Runtime\Engine\GameFramework\FInputKeyParams) & Params )


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Removes all the default mapping contexts

code: void RemoveDefaultMappingContexts()


description: Removes this Actor's input component from the stack to be processed by this subsystem's tick function

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|World", Meta=(DefaultToSelf="Actor")) bool RemoveActorInputComponent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Note: This function is called on the CDO prior to instances being created!

code: virtual bool ShouldCreateSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) const


description: Debug visualization for enhanced input local player subsystem.

code: virtual void ShowDebugInfo ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas )


className: UEnhancedInputWorldSubsystem

description: Note: if you do have an actor with an owning Player Controller use the local player input subsystem instead.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="Enhanced Input World Subsystem (Experimental)") class UEnhancedInputWorldSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem), public [IEnhancedInputSubsystemInterface](API\Plugins\EnhancedInput\IEnhancedInputSubsystemInterface)

CurrentInputStack

type: TArray<TWeakOb...

description: Internal. This is the current stack of InputComponents that is being processed by the PlayerInput.

InputPreprocessor

type: TSharedPtr<FEn...

description: Input processor that is created on Initalize.

PlayerInput

description: The player input that is processing the input within this subsystem


description: The Enhanced Input local player subsystem will have their Player Input's ticked by their owning Player Controller inAPlayerController::TickPlayerInput, but because the world subsystem has no owning controller we need to tick it elsewhere.

code: void TickPlayerInput ( float DeltaTime )


description: Returns the action instance data for the given input action if there is any. Returns nullptr if the action is not available.

code: const [FInputActionInstance](API\Plugins\EnhancedInput\FInputActionInstance) * FindActionInstanceData ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UInputAction](API\Plugins\EnhancedInput\UInputAction) > ForAction ) const


description: Flushes the current key state.

code: virtual void FlushPressedKeys()


description: Retrieve the current value of an action for this player. Note: If the action is not currently triggering this will return a zero value of the appropriate value type, ignoring any ongoing inputs.

code: [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) GetActionValue ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UInputAction](API\Plugins\EnhancedInput\UInputAction) > ForAction ) const


description: Note: Source reference only. Use EnhancedActionMappings for the actual mappings (with properly instanced triggers/modifiers)

code: const [TMap](API\Runtime\Core\Containers\TMap)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) >, int32 > & GetAppliedInputContexts() const


description: Returns the Time Dilation value that is currently effecting this input.

code: float GetEffectiveTimeDilation() const


description: This player's version of the Action Mappings

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) > & GetEnhancedActionMappings() const


description: Handles a key input event. Returns true if there is an action that handles the specified key.

code: virtual bool InputKey ( const [FInputKeyParams](API\Runtime\Engine\GameFramework\FInputKeyParams) & Params )


description: Input simulation via injection. Runs modifiers and triggers delegates as if the input had come through the underlying input system as FKeys. Applies action modifiers and triggers on top.

code: void InjectInputForAction ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UInputAction](API\Plugins\EnhancedInput\UInputAction) > Action, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) RawValue, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputModifier](API\Plugins\EnhancedInput\UInputModifier) * > & Modifiers, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger) * > & Triggers )


description: Causes key to be consumed if it is affecting an action.

code: virtual bool IsKeyHandledByAction ( [FKey](API\Runtime\InputCore\FKey) Key ) const


description: Applies modifiers and triggers without affecting keys read by the base input system.

code: virtual void ProcessInputStack ( const [TArray](API\Runtime\Core\Containers\TArray)< [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * > & InputComponentStack, const float DeltaTime, const bool bGamePaused )


className: ActionsWithModifiedTriggers

code: static [TSet](API\Runtime\Core\Containers\TSet)< const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * > ActionsWithModifiedTriggers;


className: ActionsWithModifiedValueTypes

code: static [TSet](API\Runtime\Core\Containers\TSet)< const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * > ActionsWithModifiedValueTypes;


className: FTriggersChanged

code: typedef TMulticastDelegate_NoParams< void > FTriggersChanged


className: FModifiersChanged

code: typedef TMulticastDelegate_NoParams< void > FModifiersChanged


description: Returns the Player Mappable Key Settings for this Input Action.

code: const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPlayerMappableKeySettings](API\Plugins\EnhancedInput\UPlayerMappableKeySettings) > & GetPlayerMappableKeySettings() const


description: Returns a bitmask of supported trigger events that is built from eachUInputTriggeron this Action.


className: UEnhancedPlayerInput

description: UEnhancedPlayerInput:UPlayerInputextensions for enhanced player input system

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() class UEnhancedPlayerInput : public [UPlayerInput](API\Runtime\Engine\GameFramework\UPlayerInput)

bIsFlushingInputThisFrame

description: If true, then FlushPressedKeys has been called and the input key state map has been flushed.

CurrentlyInUseAnyKeySubstitute

type: FName

description: If there is a key mapping to EKeys::AnyKey, we will keep track of what key was used when we first found a "Pressed" event.


description:
Generic function to validate objects during changelist validations, etc.
Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description: Track actions that have had their ValueType changed to update blueprints referencing them.

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


className: UInputAction

description: Note: These are instanced per player (viaFInputActionInstance)

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UInputAction : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

AccumulationBehavior

type: EInputActionAcc...

description: This defines how the value of this input action will be calcuated in the case that there are multiple key mappings to the same input action.

ActionDescription

type: FText

description: A localized descriptor of this input action.

bConsumeInput

type: bool

description: Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?

bReserveAllMappings

description: This action's mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE: It is the responsibility of the author of the mapping code to enforce this!

bTriggerWhenPaused

description: Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused.

Modifiers

type: TArray<TObject...

description: Modifiers are applied to the final action value.

OnModifiersChanged

type: FModifiersChang...

OnTriggersChanged

type: FTriggersChange...

PlayerMappableKeySettings

type: TObjectPtr<UPl...

description: Holds setting information about this Action Input for setting screen and save purposes.

Triggers

description: Trigger qualifiers.

ValueType

type: EInputActionVal...

description: The type that this action returns from a GetActionValue query or action event.


className: UInputDebugKeyDelegateBinding

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UInputDebugKeyDelegateBinding : public [UInputDelegateBinding](API\Runtime\Engine\Engine\UInputDelegateBinding)

InputDebugKeyDelegateBindings

type: TArray<FBluepr...


description: Override this function to bind a delegate to the given input component.

code: virtual void BindToInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InputComponent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToBindTo ) const


code: [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) & GetMapping ( [TArray](API\Runtime\Core\Containers\TArray)< [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) >::SizeType Index )


description: Mapping accessors. Note: Use UEnhancedInputLibrary::RequestRebuildControlMappingsForContext to invoke changes made to anFEnhancedActionKeyMapping

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) > & GetMappings() const


description: Map a key to an action within the mapping context.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mapping") [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) & MapKey ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, [FKey](API\Runtime\InputCore\FKey) ToKey )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Deprecated* UnmapAction has been deprecated, please use UnmapAllKeysFromAction instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mapping", Meta=(DeprecatedFunction, DeprecatedMessage="UnmapAction has been deprecated, please use UnmapAllKeysFromAction instead.")) void UnmapAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action )


description: Unmap everything within the mapping context.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mapping") void UnmapAll()


description: Unmap all key maps to an action within the mapping context.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mapping") void UnmapAllKeysFromAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action )


className: UInputMappingContext

description: UInputMappingContext: A collection of key to action mappings for a specific input context Could be used to: Store predefined controller mappings (allow switching between controller config variants). TODO: Build a system allowing redirects of UInputMappingContexts to handle this. Define per-vehicle control mappings Define context specific mappings (e.g. I switch from a gun (shoot action) to a grappling hook (reel in, reel out, disconnect actions). Define overlay mappings to be applied on top of existing control mappings (e.g. Hero specific action mappings in a MOBA)

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Config=Input) class UInputMappingContext : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

ContextDescription

description: Localized context descriptor.

Mappings

type: TArray<FEnhanc...

description: List of key to action mappings.


description: Helper to allow debug visualization of the modifier.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Modifier") [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetVisualizationColor ( [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) SampleValue, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) FinalValue ) const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetVisualizationColor_Implementation ( [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) SampleValue, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) FinalValue ) const


description: ModifyRaw Will be called by each modifier in the modifier chain

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="Modifier") [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) ModifyRaw ( const [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * PlayerInput, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) CurrentValue, float DeltaTime ) const


description:
ModifyRaw implementation. Override this to alter input values in native code.
Modified value. Note that whilst the returned value can be of any FInputActionValueType it will be reset to the value type of the associated action before any further processing.

code: virtual [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) ModifyRaw_Implementation ( const [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * PlayerInput, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) CurrentValue, float DeltaTime )


className: UInputModifier

description: Base class for building modifiers.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, EditInlineNew, CollapseCategories, Config=Input, defaultconfig, ConfigDoNotCheckDefaults) class UInputModifier : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Visualize as black when unmodified. Red when blocked (with differing intensities to indicate axes) Mirrors visualization inhttps://www.gamasutra.com/blogs/JoshSutphin/20130416/190541/Doing_Thumbstick_Dead_Zones_Right.php.


className: UInputModifierDeadZone

description: Dead Zone Input values within the range LowerThreshold -> UpperThreshold will be remapped from 0 -> 1. Values outside this range will be clamped.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Dead Zone")) class UInputModifierDeadZone : public [UInputModifier](API\Plugins\EnhancedInput\UInputModifier)

LowerThreshold

type: float

description: Threshold below which input is ignored.

Type

type: EDeadZoneType

UpperThreshold

description: Threshold above which input is clamped to 1.


className: UInputModifierFOVScaling

description: FOV Scaling Apply FOV dependent scaling to input values, per axis

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="FOV Scaling")) class UInputModifierFOVScaling : public [UInputModifier](API\Plugins\EnhancedInput\UInputModifier)

FOVScale

description: Extra scalar applied on top of basic FOV scaling.

FOVScalingType

type: EFOVScalingType


className: UInputModifierNegate

description: Negate Inverts input per axis

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Negate")) class UInputModifierNegate : public [UInputModifier](API\Plugins\EnhancedInput\UInputModifier)


className: UInputModifierResponseCurveExponential

description: Response Curve Exponential Apply a simple exponential response curve to input values, per axis

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Response Curve - Exponential")) class UInputModifierResponseCurveExponential : public [UInputModifier](API\Plugins\EnhancedInput\UInputModifier)

CurveExponent

type: FVector


className: UInputModifierResponseCurveUser

description: Response Curve User Defined Apply a custom response curve to input values, per axis

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Response Curve - User Defined")) class UInputModifierResponseCurveUser : public [UInputModifier](API\Plugins\EnhancedInput\UInputModifier)

ResponseX

type: TObjectPtr<UCu...


description:
Generic function to validate objects during changelist validations, etc.
Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


className: UInputModifierScalar

description: Scalar Scales input by a set factor per axis

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Scalar")) class UInputModifierScalar : public [UInputModifier](API\Plugins\EnhancedInput\UInputModifier)

Scalar

description: TODO: Detail customization to only show modifiable axes for the relevant binding? This thing has no idea what it's bound to...


className: UInputModifierScaleByDeltaTime

description: Scalar Multiplies the input value by Delta Time this frame

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Scale By Delta Time")) class UInputModifierScaleByDeltaTime : public [UInputModifier](API\Plugins\EnhancedInput\UInputModifier)


className: UInputModifierSmooth

description: Smooth Smooth inputs out over multiple frames

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Smooth")) class UInputModifierSmooth : public [UInputModifier](API\Plugins\EnhancedInput\UInputModifier)

AverageValue

type: FInputActionVal...

description: Current average input/sample

Samples

description: Number of samples since input has been zero

TotalSampleTime

description: Input sampling total time.

ZeroTime

description: How long input has been zero.


className: UInputModifierSwizzleAxis

description: Swizzle axis components of an input value. Useful to map a 1D input onto the Y axis of a 2D action.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Swizzle Input Axis Values")) class UInputModifierSwizzleAxis : public [UInputModifier](API\Plugins\EnhancedInput\UInputModifier)

Order

type: EInputAxisSwizz...

description: Default to XY swap, useful for binding 1D inputs to the Y axis.


className: UInputModifierToWorldSpace

description: Input space to World space conversion Auto-converts axes within the Input Action Value into world space allowing the result to be directly plugged into functions that take world space values. E.g. For a 2D input axis up/down is mapped to world X (forward), whilst axis left/right is mapped to world Y (right).

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="To World Space")) class UInputModifierToWorldSpace : public [UInputModifier](API\Plugins\EnhancedInput\UInputModifier)


description: Determines what kind of trigger events can happen from the behavior of this trigger.

code: virtual [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) GetSupportedTriggerEvents() const


description: Provide debug output for use with ShowDebug EnhancedInput. Return an empty string to disable display.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDebugState() const


description: Changes the way this trigger affects an action with multiple triggers: All implicit triggers must be triggering to trigger the action. If there are any explicit triggers at least one must be triggering to trigger the action.


description: Default implementations of overridable functionality. C++ trigger implementations should override these directly.

code: virtual [ETriggerType](API\Plugins\EnhancedInput\ETriggerType) GetTriggerType_Implementation() const


description: Is the value passed in sufficiently large to be of interest to the trigger. This is a helper function that implements the most obvious (>=) interpretation of the actuation threshold.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Trigger") bool IsActuated ( const [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) & ForValue ) const


description: Returns true if the the ETriggerEvent is can be triggered based off of the ETriggerEventsSupported.

code: static bool IsSupportedTriggerEvent ( const [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) SupportedEvents, const [ETriggerEvent](API\Plugins\EnhancedInput\ETriggerEvent) Event )


description: This function checks if the requisite conditions have been met for the trigger to fire. Returns Trigger State None - No trigger conditions have been met. Trigger is inactive. Trigger State Ongoing - Some trigger conditions have been met. Trigger is processing but not yet active. Trigger State Triggered - All trigger conditions have been met to fire. Trigger is active.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="Trigger") [ETriggerState](API\Plugins\EnhancedInput\ETriggerState) UpdateState ( const [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * PlayerInput, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) ModifiedValue, float DeltaTime )


description: Triggers on actuation.

code: virtual [ETriggerState](API\Plugins\EnhancedInput\ETriggerState) UpdateState_Implementation ( const [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * PlayerInput, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) ModifiedValue, float DeltaTime )


className: UInputTrigger

description: Base class for building triggers. Transitions to Triggered state once the input meets or exceeds the actuation threshold.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, EditInlineNew, CollapseCategories, Config=Input, defaultconfig, ConfigDoNotCheckDefaults) class UInputTrigger : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ActuationThreshold

description: Point at which this trigger fires.

bShouldAlwaysTick

description: Decides whether this trigger ticks every frame or not.

LastValue

description: Value passed to UpdateState on the previous tick. This will be updated automatically after the trigger is updated.


description: Implicit, so action cannot fire unless this is firing.


className: UInputTriggerChordAction

description: UInputTriggerChordActionApplies a chord action that must be triggering for this trigger's action to trigger

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, Meta=(DisplayName="Chorded Action", NotInputConfigurable="true")) class UInputTriggerChordAction : public [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger)

ChordAction

type: TObjectPtr< con...

description: The action that must be triggering for this trigger's action to trigger.


className: UInputTriggerChordBlocker

description: UInputTriggerChordBlockerAutomatically instantiated to block mappings that are masked by aUInputTriggerChordActionchord from firing whilst the chording key is active. NOTE: Do not attempt to add these manually.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, HideDropDown) class UInputTriggerChordBlocker : public [UInputTriggerChordAction](API\Plugins\EnhancedInput\UInputTriggerChordAction)


description:
Generic function to validate objects during changelist validations, etc.
Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


className: UInputTriggerCombo

description: No constructors are accessible with public or protected access.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, Meta=(DisplayName="Combo (Beta)", NotInputConfigurable="true")) class UInputTriggerCombo : public [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger)

ComboActions

type: TArray<FInputC...

description: List of input actions that need to be completed (according to Combo Step Completion States) to trigger this action.

CurrentComboStepIndex

description: Keeps track of what action we're currently at in the combo.

CurrentTimeBetweenComboSteps

description: Time elapsed between last combo InputAction trigger and current time.

InputCancelActions

description: Actions that will cancel the combo if they are completed (according to Cancellation States)


className: UInputTriggerDown

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Down")) class UInputTriggerDown : public [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger)


description: Transitions to Ongoing on actuation. Never triggers.


className: UInputTriggerHold

description: UInputTriggerHoldTrigger fires once input has remained actuated for HoldTimeThreshold seconds. Trigger may optionally fire once, or repeatedly fire.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Hold")) class UInputTriggerHold : public [UInputTriggerTimedBase](API\Plugins\EnhancedInput\UInputTriggerTimedBase)

bIsOneShot

type: bool

description: Should this trigger fire only once, or fire every frame once the hold time threshold is met?

HoldTimeThreshold

description: How long does the input have to be held to cause trigger?


description: Provide debug output for use with ShowDebug EnhancedInput. Return an empty string to disable display.


className: UInputTriggerHoldAndRelease

description: UInputTriggerHoldAndReleaseTrigger fires when input is released after having been actuated for at least HoldTimeThreshold seconds.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Hold And Release")) class UInputTriggerHoldAndRelease : public [UInputTriggerTimedBase](API\Plugins\EnhancedInput\UInputTriggerTimedBase)


description: Determines what kind of trigger events can happen from the behavior of this trigger.


className: UInputTriggerPressed

description: UInputTriggerPressedTrigger fires once only when input exceeds the actuation threshold. Holding the input will not cause further triggers.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Pressed")) class UInputTriggerPressed : public [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger)


className: UInputTriggerPulse

description: UInputTriggerPulseTrigger that fires at an Interval, in seconds, while input is actuated. Note: Completed only fires when the repeat limit is reached or when input is released immediately after being triggered. Otherwise, Canceled is fired when input is released.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Pulse")) class UInputTriggerPulse : public [UInputTriggerTimedBase](API\Plugins\EnhancedInput\UInputTriggerTimedBase)

bTriggerOnStart

description: Whether to trigger when the input first exceeds the actuation threshold or wait for the first interval?

Interval

description: How long between each trigger fire while input is held, in seconds?

TriggerLimit

description: How many times can the trigger fire while input is held? (0 = no limit)


className: UInputTriggerReleased

description: UInputTriggerReleasedTrigger returns Ongoing whilst input exceeds the actuation threshold. Trigger fires once only when input drops back below actuation threshold.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Released")) class UInputTriggerReleased : public [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger)