G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UCommonUIInputSettings Class Reference

Project-wide input settings for UI input actions. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Actions
TArray< FUIInputAction > InputActions
 All UI input action mappings for the project.
AnalogCursor
FCommonAnalogCursorSettings AnalogCursorSettings
General
int UIActionProcessingPriority
 The input priority of the input components that process UI input actions. The lower the value, the higher the priority of the component.
bool bLinkCursorToGamepadFocus
 True to have the mouse pointer automatically moved to the center of whatever widget is currently focused while using a gamepad.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Additional Inherited Members

Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Detailed Description

Project-wide input settings for UI input actions.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AnalogCursorSettings

FCommonAnalogCursorSettings AnalogCursorSettings

◆ bLinkCursorToGamepadFocus

bool bLinkCursorToGamepadFocus

True to have the mouse pointer automatically moved to the center of whatever widget is currently focused while using a gamepad.

◆ InputActions

TArray<FUIInputAction> InputActions

All UI input action mappings for the project.

◆ UIActionProcessingPriority

int UIActionProcessingPriority

The input priority of the input components that process UI input actions. The lower the value, the higher the priority of the component.

By default, this value is incredibly high to ensure UI action processing priority over game elements. Adjust as needed for the UI input components to be processed at the appropriate point in the input stack in your project.

NOTE: When the active input mode is ECommonInputMode::Menu, ALL input components with lower priority than this will be fully blocked. Thus, if any game agent input components are registered with higher priority than this, behavior will not match expectation.