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

Developer settings for Enhanced Input. More...

Public Member Functions

Functions
void SetbEnableUserSettings (bool Value)
 If true, then an instance of the User Settings Class will be created on each Enhanced Input subsystem.
void SetbEnableDefaultMappingContexts (bool Value)
 If true, then the DefaultMappingContexts will be applied to all Enhanced Input Subsystems.
void SetbShouldOnlyTriggerLastActionInChord (bool Value)
 If true, then only the last action in a ChordedAction trigger will be fired. This means that only the action that has the ChordedTrigger on it will be fired, not the individual steps.
void SetbLogOnDeprecatedConfigUsed (bool Value)
 If true, then a warning will be logged when a UPlayerMappableInputConfig that has been marked as deprecated is used.
void SetbEnableWorldSubsystem (bool Value)
 If true, then the world subsystem will be created.
void SetbShouldLogAllWorldSubsystemInputs (bool Value)
 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. Does nothing in shipping builds.
void SetbSendTriggeredEventsWhenInputIsFlushed (bool Value)
 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, or UEnhancedPlayerInput::FlushPressedKeys has been called).

Static Public Member Functions

Static Functions
static UClass StaticClass ()

Public Attributes

Enhanced Input
FPerPlatformSettings PlatformSettings
 Platform specific settings for Enhanced Input. @see UEnhancedInputPlatformSettings.
TArray< FDefaultContextSetting > DefaultMappingContexts
 Array of any input mapping contexts that you want to be applied by default to the Enhanced Input local player subsystem. NOTE: These mapping context's can only be from your game's root content directory, not plugins.
Enhanced Input|User Settings
TSoftClassPtr< UEnhancedInputUserSettings > UserSettingsClass
 The class that should be used for the User Settings by each Enhanced Input subsystem. An instance of this class will be spawned by each Enhanced Input subsytem as a place to store user settings such as keymappings, accessibility settings, etc. Subclass this to add more custom options to your game.
TSoftClassPtr< UEnhancedPlayerMappableKeyProfile > DefaultPlayerMappableKeyProfileClass
 The default class for the player mappable key profile, used to store the key mappings set by the player in the user settings.
Enhanced Input|World Subsystem
TSoftClassPtr< UEnhancedPlayerInput > DefaultWorldInputClass
 The default player input class that the Enhanced Input world subsystem will use.
TArray< FDefaultContextSetting > DefaultWorldSubsystemMappingContexts
 Array of any input mapping contexts that you want to be applied by default to the Enhanced Input world subsystem. NOTE: These mapping context's can only be from your game's root content directory, not plugins.

Detailed Description

Developer settings for Enhanced Input.

Member Function Documentation

◆ SetbEnableDefaultMappingContexts()

void SetbEnableDefaultMappingContexts ( bool Value)

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

◆ SetbEnableUserSettings()

void SetbEnableUserSettings ( bool Value)

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

Note: This is a new experimental feature!

◆ SetbEnableWorldSubsystem()

void SetbEnableWorldSubsystem ( bool Value)

If true, then the world subsystem will be created.

◆ SetbLogOnDeprecatedConfigUsed()

void SetbLogOnDeprecatedConfigUsed ( bool Value)

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

◆ SetbSendTriggeredEventsWhenInputIsFlushed()

void SetbSendTriggeredEventsWhenInputIsFlushed ( bool Value)

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, or UEnhancedPlayerInput::FlushPressedKeys has been called).

If false, then enhanced input actions may not fire their delegates when input is flushed and their key state would be retained.

◆ SetbShouldLogAllWorldSubsystemInputs()

void SetbShouldLogAllWorldSubsystemInputs ( bool Value)

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. Does nothing in shipping builds.

◆ SetbShouldOnlyTriggerLastActionInChord()

void SetbShouldOnlyTriggerLastActionInChord ( bool Value)

If true, then only the last action in a ChordedAction trigger will be fired. This means that only the action that has the ChordedTrigger on it will be fired, not the individual steps.

Default value is true.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ DefaultMappingContexts

TArray<FDefaultContextSetting> DefaultMappingContexts

Array of any input mapping contexts that you want to be applied by default to the Enhanced Input local player subsystem. NOTE: These mapping context's can only be from your game's root content directory, not plugins.

◆ DefaultPlayerMappableKeyProfileClass

TSoftClassPtr<UEnhancedPlayerMappableKeyProfile> DefaultPlayerMappableKeyProfileClass

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

Note: This is a new experimental feature!

◆ DefaultWorldInputClass

TSoftClassPtr<UEnhancedPlayerInput> DefaultWorldInputClass

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

◆ DefaultWorldSubsystemMappingContexts

TArray<FDefaultContextSetting> DefaultWorldSubsystemMappingContexts

Array of any input mapping contexts that you want to be applied by default to the Enhanced Input world subsystem. NOTE: These mapping context's can only be from your game's root content directory, not plugins.

◆ PlatformSettings

FPerPlatformSettings PlatformSettings

Platform specific settings for Enhanced Input. @see UEnhancedInputPlatformSettings.

◆ UserSettingsClass

The class that should be used for the User Settings by each Enhanced Input subsystem. An instance of this class will be spawned by each Enhanced Input subsytem as a place to store user settings such as keymappings, accessibility settings, etc. Subclass this to add more custom options to your game.

Note: This is a new experimental feature!