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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
Developer settings for Enhanced Input.
| void SetbEnableDefaultMappingContexts | ( | bool | Value | ) |
If true, then the DefaultMappingContexts will be applied to all Enhanced Input Subsystems.
| 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!
| void SetbEnableWorldSubsystem | ( | bool | Value | ) |
If true, then the world subsystem will be created.
| void SetbLogOnDeprecatedConfigUsed | ( | bool | Value | ) |
If true, then a warning will be logged when a UPlayerMappableInputConfig that has been marked as deprecated is used.
| 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.
| 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 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.
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static |
| TArray<FDefaultContextSetting> DefaultMappingContexts |
| 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!
| TSoftClassPtr<UEnhancedPlayerInput> DefaultWorldInputClass |
The default player input class that the Enhanced Input world subsystem will use.
| TArray<FDefaultContextSetting> DefaultWorldSubsystemMappingContexts |
| FPerPlatformSettings PlatformSettings |
Platform specific settings for Enhanced Input. @see UEnhancedInputPlatformSettings.
| 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.
Note: This is a new experimental feature!