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

An Input Action is a logical representation of something the user can do, such as "Jump" or "Crouch". These are what your gameplay code binds to in order to listen for input state changes. For most scenarios your gameplay code should be listening for the "Triggered" event on an input action. This will allow for the most scalable and customizable input configuration because you can add different triggers for each key mapping in the Input Mapping Context. More...

Static Public Member Functions

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

Public Attributes

Action
bool bReserveAllMappings
 This action's mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE: It is the responsibility of the author of the mapping code to enforce this!
bool bTriggerWhenPaused
 Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused.
EInputActionAccumulationBehavior AccumulationBehavior
 This defines how the value of this input action will be calcuated in the case that there are multiple key mappings to the same input action.
TArray< TObjectPtr< UInputModifier > > Modifiers
 Modifiers are applied to the final action value. These are applied sequentially in array order. They are applied on top of any FEnhancedActionKeyMapping modifiers that drove the initial input.
EInputActionValueType ValueType
 The type that this action returns from a GetActionValue query or action event.
TArray< TObjectPtr< UInputTrigger > > Triggers
 Trigger qualifiers. If any trigger qualifiers exist the action will not trigger unless: At least one Explicit trigger in this list has been met. All Implicit triggers in this list are met.
Description
FText ActionDescription
 A localized descriptor of this input action.
Input Consumption
bool bConsumesActionAndAxisMappings
 Should this Input Action consume any legacy Action and Axis key mappings? If true, then any key mapping to this input action will consume(aka block) the legacy key mapping from firing delegates.
bool bConsumeInput
 Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?
int TriggerEventsThatConsumeLegacyKeys
 A bitmask of trigger events that, when reached, will consume any FKeys mapped to this input action.
User Settings
UPlayerMappableKeySettings PlayerMappableKeySettings
 Holds setting information about this Action Input for setting screen and save purposes.
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

An Input Action is a logical representation of something the user can do, such as "Jump" or "Crouch". These are what your gameplay code binds to in order to listen for input state changes. For most scenarios your gameplay code should be listening for the "Triggered" event on an input action. This will allow for the most scalable and customizable input configuration because you can add different triggers for each key mapping in the Input Mapping Context.

They are the conceptual equivalent to "Action" and "Axis" mapping names from the Legacy Input System.

Note: These are instanced per player (via FInputActionInstance)

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AccumulationBehavior

EInputActionAccumulationBehavior AccumulationBehavior

This defines how the value of this input action will be calcuated in the case that there are multiple key mappings to the same input action.

When TakeHighestAbsoluteValue is selected, then the key mapping with the highest absolutle value will be utilized. (Default) When Cumulative is selected, then each key mapping will be added together to get the key value.

@see UEnhancedPlayerInput::ProcessActionMappingEvent, where this property is read from.

◆ ActionDescription

FText ActionDescription

A localized descriptor of this input action.

◆ bConsumeInput

bool bConsumeInput

Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?

◆ bConsumesActionAndAxisMappings

bool bConsumesActionAndAxisMappings

Should this Input Action consume any legacy Action and Axis key mappings? If true, then any key mapping to this input action will consume(aka block) the legacy key mapping from firing delegates.

◆ bReserveAllMappings

bool bReserveAllMappings

This action's mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE: It is the responsibility of the author of the mapping code to enforce this!

◆ bTriggerWhenPaused

bool bTriggerWhenPaused

Should this action be able to trigger whilst the game is paused - Replaces bExecuteWhenPaused.

◆ Modifiers

Modifiers are applied to the final action value. These are applied sequentially in array order. They are applied on top of any FEnhancedActionKeyMapping modifiers that drove the initial input.

Note: Modifiers defined in the Input Action asset will be applied AFTER any modifiers defined in individual key mappings in the Input Mapping Context asset.

◆ PlayerMappableKeySettings

UPlayerMappableKeySettings PlayerMappableKeySettings

Holds setting information about this Action Input for setting screen and save purposes.

◆ TriggerEventsThatConsumeLegacyKeys

int TriggerEventsThatConsumeLegacyKeys

A bitmask of trigger events that, when reached, will consume any FKeys mapped to this input action.

◆ Triggers

Trigger qualifiers. If any trigger qualifiers exist the action will not trigger unless: At least one Explicit trigger in this list has been met. All Implicit triggers in this list are met.

◆ ValueType

The type that this action returns from a GetActionValue query or action event.