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

Represents one "Profile" that a user can have for their player mappable keys. More...

Public Member Functions

Functions
const FText & GetDisplayName () const
 The localized display name of this profile.
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

Static Public Member Functions

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

Enhanced Input|User Settings

FPlatformUserId OwningUserId
 The platform user id of the owning Local Player of this profile.
TMap< FName, FKeyMappingRow > PlayerMappedKeys
 A map of "Mapping Row Name" to all key mappings associated with it. Note: Dirty mappings will be serialized from UEnhancedInputUserSettings::Serialize.
const TMap< FName, FKeyMappingRow > PlayerMappingRows
 Get all known key mappings for this profile.
const FText ProfileDisplayName
 Get the localized display name for this profile.
const FGameplayTag ProfileIdentifer
FText DisplayName
 The localized display name of this profile.
FGameplayTag ProfileIdentifier
 The ID of this profile. This can be used by each Key Mapping to filter down which profile is required for it be equipped.
void FindKeyMapping (FPlayerKeyMapping &OutKeyMapping, FMapPlayerKeyArgs InArgs) const
void DumpProfileToLog () const
 A helper function to print out all the current profile settings to the log.
int GetMappedKeysInRow (const FName MappingName, TArray< FKey > &OutKeys) const
 OUT.
int GetMappingNamesForKey (FKey InKey, TArray< FName > &OutMappingNames) const
 OUT.
const TMap< FName, FKeyMappingRow > & GetPlayerMappingRows () const
 Get all known key mappings for this profile.
const FText & GetProfileDisplayName () const
 Get the localized display name for this profile.
const FGameplayTag & GetProfileIdentifer () const
bool DoesMappingPassQueryOptions (FPlayerKeyMapping PlayerMapping, FPlayerMappableKeyQueryOptions Options) const
 Returns true if the given player key mapping passes the query filter provided.
int QueryPlayerMappedKeys (FPlayerMappableKeyQueryOptions Options, TArray< FKey > &OutKeys) const
 OUT.
void ResetMappingToDefault (const FName InMappingName)
 Resets every player key mapping to this mapping back to it's default value.
void ResetToDefault ()
 Resets all the key mappings in this profile to their default value from their Input Mapping Context.
void SetDisplayName (FText NewDisplayName)
FString ToString () const
 Returns a string that can be used to debug the current key mappings.

Additional Inherited Members

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

Detailed Description

Represents one "Profile" that a user can have for their player mappable keys.

Member Function Documentation

◆ DoesMappingPassQueryOptions()

bool DoesMappingPassQueryOptions ( FPlayerKeyMapping PlayerMapping,
FPlayerMappableKeyQueryOptions Options ) const

Returns true if the given player key mapping passes the query filter provided.

◆ DumpProfileToLog()

void DumpProfileToLog ( ) const

A helper function to print out all the current profile settings to the log.

◆ FindKeyMapping()

void FindKeyMapping ( FPlayerKeyMapping & OutKeyMapping,
FMapPlayerKeyArgs InArgs ) const

◆ GetDisplayName()

const FText & GetDisplayName ( ) const

The localized display name of this profile.

◆ GetMappedKeysInRow()

int GetMappedKeysInRow ( const FName MappingName,
TArray< FKey > & OutKeys ) const

OUT.

◆ GetMappingNamesForKey()

int GetMappingNamesForKey ( FKey InKey,
TArray< FName > & OutMappingNames ) const

OUT.

◆ GetPlayerMappingRows()

const TMap< FName, FKeyMappingRow > & GetPlayerMappingRows ( ) const

Get all known key mappings for this profile.

This returns a map of "Mapping Name" -> Player Mappings to that name

◆ GetProfileDisplayName()

const FText & GetProfileDisplayName ( ) const

Get the localized display name for this profile.

◆ GetProfileIdentifer()

const FGameplayTag & GetProfileIdentifer ( ) const

◆ QueryPlayerMappedKeys()

int QueryPlayerMappedKeys ( FPlayerMappableKeyQueryOptions Options,
TArray< FKey > & OutKeys ) const

OUT.

◆ ResetMappingToDefault()

void ResetMappingToDefault ( const FName InMappingName)

Resets every player key mapping to this mapping back to it's default value.

◆ ResetToDefault()

void ResetToDefault ( )

Resets all the key mappings in this profile to their default value from their Input Mapping Context.

◆ SetDisplayName()

void SetDisplayName ( FText NewDisplayName)

◆ StaticClass()

UClass StaticClass ( )
static

◆ ToString()

FString ToString ( ) const

Returns a string that can be used to debug the current key mappings.

Member Data Documentation

◆ DisplayName

FText DisplayName

The localized display name of this profile.

◆ OwningUserId

FPlatformUserId OwningUserId

The platform user id of the owning Local Player of this profile.

◆ PlayerMappedKeys

TMap<FName,FKeyMappingRow> PlayerMappedKeys

A map of "Mapping Row Name" to all key mappings associated with it. Note: Dirty mappings will be serialized from UEnhancedInputUserSettings::Serialize.

◆ PlayerMappingRows

const TMap<FName,FKeyMappingRow> PlayerMappingRows

Get all known key mappings for this profile.

This returns a map of "Mapping Name" -> Player Mappings to that name

◆ ProfileDisplayName

const FText ProfileDisplayName

Get the localized display name for this profile.

◆ ProfileIdentifer

const FGameplayTag ProfileIdentifer

◆ ProfileIdentifier

FGameplayTag ProfileIdentifier

The ID of this profile. This can be used by each Key Mapping to filter down which profile is required for it be equipped.