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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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The Enhanced Input User Settings class is a place where you can put all of your Input Related settings that you want your user to be able to change. Things like their key mappings, aim sensitivity, accessibility settings, etc. This also provides a Registration point for Input Mappings Contexts (IMC) from possibly unloaded plugins (i.e. Game Feature Plugins). You can register your IMC from a Game Feature Action plugin here, and then have access to all the key mappings available. This is very useful for building settings screens because you can now access all the mappings in your game, even if the entire plugin isn't loaded yet. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from USaveGame | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Enhanced Input|User Settings | |
| FEnhancedInputUserSettingsApplied__EnhancedInputUserSettings | OnSettingsApplied |
| const UEnhancedPlayerMappableKeyProfile | CurrentKeyProfile |
| Get the current key profile that the user has set. | |
| const FGameplayTag | CurrentKeyProfileIdentifier |
| Gets the currently selected key profile. | |
| FEnhancedInputUserSettingsChanged__EnhancedInputUserSettings | OnSettingsChanged |
| bool | RegisterInputMappingContext (const UInputMappingContext IMC) |
| Registers this mapping context with the user settings. This will iterate all the key mappings in the context and create an initial Player Mappable Key for every mapping that is marked as mappable. | |
| void | AsyncSaveSettings () |
| Asynchronously save the settings to a hardcoded save game slot. This will work for simple games, but if you need to integrate it into an advanced save system you should Serialize this object out with the rest of your save data. | |
| UEnhancedPlayerMappableKeyProfile | CreateNewKeyProfile (FPlayerMappableKeyProfileCreationArgs InArgs) |
| Creates a new profile with this name and type. | |
| const TSet< FPlayerKeyMapping > & | FindMappingsInRow (const FName MappingName) const |
| Returns a set of all player key mappings for the given mapping name. | |
| UEnhancedPlayerMappableKeyProfile | GetCurrentKeyProfile () const |
| Get the current key profile that the user has set. | |
| const FGameplayTag & | GetCurrentKeyProfileIdentifier () const |
| Gets the currently selected key profile. | |
| UEnhancedPlayerMappableKeyProfile | GetKeyProfileWithIdentifier (FGameplayTag ProfileId) const |
| Returns the key profile with the given name if one exists. Null if one doesn't exist. | |
| bool | IsMappingContextRegistered (const UInputMappingContext IMC) const |
| Returns true if this mapping context is currently registered with the settings. | |
| void | MapPlayerKey (FMapPlayerKeyArgs InArgs, FGameplayTagContainer &FailureReason) |
| Sets the player mapped key on the current key profile. | |
| void | ApplySettings () |
| Apply any custom input settings to your user. By default, this will just broadcast the OnSettingsApplied delegate which is a useful hook to maybe rebuild some UI or do other user facing updates. | |
| bool | RegisterInputMappingContexts (TSet< UInputMappingContext > MappingContexts) |
| Registers multiple mapping contexts with the settings. | |
| void | ResetAllPlayerKeysInRow (FMapPlayerKeyArgs InArgs, FGameplayTagContainer &FailureReason) |
| Resets each player mapped key to it's default value from the Input Mapping Context that it was registered from. If a key did not come from an IMC (i.e. it was added additionally by the player) then it will be reset to EKeys::Invalid. | |
| void | ResetKeyProfileToDefault (FGameplayTag ProfileId, FGameplayTagContainer &FailureReason) |
| Resets the given key profile to default key mappings. | |
| void | SaveSettings () |
| Synchronously save the settings to a hardcoded save game slot. This will work for simple games, but if you need to integrate it into an advanced save system you should Serialize this object out with the rest of your save data. | |
| bool | SetKeyProfile (FGameplayTag InProfileId) |
| Changes the currently active key profile to the one with the given name. Returns true if the operation was successful. | |
| void | UnMapPlayerKey (FMapPlayerKeyArgs InArgs, FGameplayTagContainer &FailureReason) |
| Unmaps a single player mapping that matches the given Mapping name, slot, and hardware device. | |
| bool | UnregisterInputMappingContext (const UInputMappingContext IMC) |
| Removes this mapping context from the registered mapping contexts. | |
| bool | UnregisterInputMappingContexts (TSet< UInputMappingContext > MappingContexts) |
| Removes multiple mapping contexts from the registered mapping contexts. | |
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 |
| 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 |
The Enhanced Input User Settings class is a place where you can put all of your Input Related settings that you want your user to be able to change. Things like their key mappings, aim sensitivity, accessibility settings, etc. This also provides a Registration point for Input Mappings Contexts (IMC) from possibly unloaded plugins (i.e. Game Feature Plugins). You can register your IMC from a Game Feature Action plugin here, and then have access to all the key mappings available. This is very useful for building settings screens because you can now access all the mappings in your game, even if the entire plugin isn't loaded yet.
The user settings are stored on each UEnhancedPlayerInput object, so each instance of the settings can represent a single User or Local Player.
To customize this for your game, you can create a subclass of it and change the "UserSettingsClass" in the Enhanced Input Project Settings.
| void ApplySettings | ( | ) |
Apply any custom input settings to your user. By default, this will just broadcast the OnSettingsApplied delegate which is a useful hook to maybe rebuild some UI or do other user facing updates.
| void AsyncSaveSettings | ( | ) |
Asynchronously save the settings to a hardcoded save game slot. This will work for simple games, but if you need to integrate it into an advanced save system you should Serialize this object out with the rest of your save data.
OnAsyncSaveComplete will be called upon save completion.
| UEnhancedPlayerMappableKeyProfile CreateNewKeyProfile | ( | FPlayerMappableKeyProfileCreationArgs | InArgs | ) |
Creates a new profile with this name and type.
| const TSet< FPlayerKeyMapping > & FindMappingsInRow | ( | const FName | MappingName | ) | const |
Returns a set of all player key mappings for the given mapping name.
| UEnhancedPlayerMappableKeyProfile GetCurrentKeyProfile | ( | ) | const |
Get the current key profile that the user has set.
| const FGameplayTag & GetCurrentKeyProfileIdentifier | ( | ) | const |
Gets the currently selected key profile.
| UEnhancedPlayerMappableKeyProfile GetKeyProfileWithIdentifier | ( | FGameplayTag | ProfileId | ) | const |
Returns the key profile with the given name if one exists. Null if one doesn't exist.
| bool IsMappingContextRegistered | ( | const UInputMappingContext | IMC | ) | const |
Returns true if this mapping context is currently registered with the settings.
| void MapPlayerKey | ( | FMapPlayerKeyArgs | InArgs, |
| FGameplayTagContainer & | FailureReason ) |
Sets the player mapped key on the current key profile.
| bool RegisterInputMappingContext | ( | const UInputMappingContext | IMC | ) |
Registers this mapping context with the user settings. This will iterate all the key mappings in the context and create an initial Player Mappable Key for every mapping that is marked as mappable.
| bool RegisterInputMappingContexts | ( | TSet< UInputMappingContext > | MappingContexts | ) |
Registers multiple mapping contexts with the settings.
| void ResetAllPlayerKeysInRow | ( | FMapPlayerKeyArgs | InArgs, |
| FGameplayTagContainer & | FailureReason ) |
Resets each player mapped key to it's default value from the Input Mapping Context that it was registered from. If a key did not come from an IMC (i.e. it was added additionally by the player) then it will be reset to EKeys::Invalid.
| InArgs | Arguments that contain the mapping name and profile ID to find the mapping to reset. |
| FailureReason | Populated with failure reasons if the operation fails. |
| void ResetKeyProfileToDefault | ( | FGameplayTag | ProfileId, |
| FGameplayTagContainer & | FailureReason ) |
Resets the given key profile to default key mappings.
| ProfileId | The ID of the key profile to reset |
| FailureReason | Populated with failure reasons if the operation fails. |
| void SaveSettings | ( | ) |
Synchronously save the settings to a hardcoded save game slot. This will work for simple games, but if you need to integrate it into an advanced save system you should Serialize this object out with the rest of your save data.
| bool SetKeyProfile | ( | FGameplayTag | InProfileId | ) |
Changes the currently active key profile to the one with the given name. Returns true if the operation was successful.
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static |
| void UnMapPlayerKey | ( | FMapPlayerKeyArgs | InArgs, |
| FGameplayTagContainer & | FailureReason ) |
Unmaps a single player mapping that matches the given Mapping name, slot, and hardware device.
| bool UnregisterInputMappingContext | ( | const UInputMappingContext | IMC | ) |
Removes this mapping context from the registered mapping contexts.
| bool UnregisterInputMappingContexts | ( | TSet< UInputMappingContext > | MappingContexts | ) |
Removes multiple mapping contexts from the registered mapping contexts.
| const UEnhancedPlayerMappableKeyProfile CurrentKeyProfile |
Get the current key profile that the user has set.
| const FGameplayTag CurrentKeyProfileIdentifier |
Gets the currently selected key profile.
| FEnhancedInputUserSettingsApplied__EnhancedInputUserSettings OnSettingsApplied |
| FEnhancedInputUserSettingsChanged__EnhancedInputUserSettings OnSettingsChanged |