|
| void | GetControllerMouseDelta (float32 &DeltaX, float32 &DeltaY) const |
| | Retrieves how far the mouse moved this frame.
|
| void | BindAxis (FName AxisName, FInputAxisHandlerDynamicSignature Delegate=FInputAxisHandlerDynamicSignature()) |
| | Bind a function to be called whenever a float axis bound to the specified axis name is changed. Specified function must be a UFUNCTION() and takes a single float as its argument.
|
| void | BindAxisKey (FName AxisKey, FInputAxisHandlerDynamicSignature Delegate=FInputAxisHandlerDynamicSignature()) |
| | Bind a function to be called whenever an axis specified by the given key changes. This bypasses any action bindings setup in project settings. Specified function must be a UFUNCTION() and takes a single float as its argument.
|
| void | BindChord (FInputChord Chord, EInputEvent KeyEvent, FInputActionHandlerDynamicSignature Delegate=FInputActionHandlerDynamicSignature()) |
| | Bind a specific key chord to a delegate. This bypasses any action bindings setup in project settings. Specified function must be a UFUNCTION() and takes a single FKey as its argument.
|
| void | BindKey (FKey Key, EInputEvent KeyEvent, FInputActionHandlerDynamicSignature Delegate=FInputActionHandlerDynamicSignature(), bool bConsumeInput=true) |
| | Bind a specific key to a delegate. This bypasses any action bindings setup in project settings. Specified function must be a UFUNCTION() and takes a single FKey as its argument.
|
| void | BindVectorAxis (FKey AxisKey, FInputVectorAxisHandlerDynamicSignature Delegate=FInputVectorAxisHandlerDynamicSignature()) |
| | Bind a function to be called whenever a vector axis specified by the given key changes. Specified function must be a UFUNCTION() and takes a single FVector as its argument. GB.GestureDelegate = FInputGestureUnifiedDelegate(Delegate);.
|
| float32 | GetControllerAnalogKeyState (FKey Key) const |
| | Returns the analog value for the given key/button. If analog isn't supported, returns 1 for down and 0 for up.
|
| void | GetControllerAnalogStickState (EControllerAnalogStick WhichStick, float32 &StickX, float32 &StickY) const |
| | Retrieves the X and Y displacement of the given analog stick. For WhickStick, 0 = left, 1 = right.
|
| float32 | GetControllerKeyTimeDown (FKey Key) const |
| | Returns how long the given key/button has been down. Returns 0 if it's up or it just went down this frame.
|
| void | BindAction (FName ActionName, EInputEvent KeyEvent, FInputActionHandlerDynamicSignature Delegate=FInputActionHandlerDynamicSignature()) |
| | Bind a function to be called when a key bound to this action triggers a specific keyevent. Specified function must be a UFUNCTION() and takes a single FKey as its argument.
|
| FVector | GetControllerVectorKeyState (FKey Key) const |
| | Returns the vector value for the given key/button.
|
| void | GetTouchState (int FingerIndex, float32 &LocationX, float32 &LocationY, bool &bIsCurrentlyPressed) const |
| | Returns the location of a touch, and if it's held down.
|
| bool | IsControllerKeyDown (FKey Key) const |
| | Returns true if the given key/button is pressed on the input of the controller (if present).
|
| bool | WasControllerKeyJustPressed (FKey Key) const |
| | Returns true if the given key/button was up last frame and down this frame.
|
| bool | WasControllerKeyJustReleased (FKey Key) const |
| | Returns true if the given key/button was down last frame and up this frame.
|
| void | Tick (float32 DeltaSeconds) |
| | Event called every frame if tick is enabled.
|
| EComponentCreationMethod | GetComponentCreationMethod () const |
| void | SetbIsEditorOnly (bool Value) |
| void | EndPlay (EEndPlayReason EndPlayReason) |
| | Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
|
| void | BeginPlay () |
| | Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
|
| void | MarkRenderStateDirty () |
| bool | HasBegunPlay () const |
| void | SetbTickInEditor (bool Value) |
| bool | IsVisualizationComponent () const |
| void | SetIsVisualizationComponent (bool Value) |
| void | AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds) |
| | Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
|
| bool | GetbReplicateUsingRegisteredSubObjectList () const |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
|
| void | SetbReplicateUsingRegisteredSubObjectList (bool Value) |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
|
| bool | GetbReplicates () const |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| void | SetbReplicates (bool Value) |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| bool | GetbAutoActivate () const |
| | Whether the component is activated at creation or must be explicitly activated.
|
| void | SetbAutoActivate (bool Value) |
| | Whether the component is activated at creation or must be explicitly activated.
|
| void | SetbEditableWhenInherited (bool Value) |
| | True if this component can be modified when it was inherited from a parent actor class.
|
| void | SetbCanEverAffectNavigation (bool Value) |
| | Whether this component can potentially influence navigation.
|
| bool | GetbIsEditorOnly () const |
| | If true, the component will be excluded from non-editor builds.
|
| bool | IsBeingDestroyed () const |
| | Returns whether the component is in the process of being destroyed.
|
| void | SetIsReplicated (bool ShouldReplicate) |
| | Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
|
| void | DestroyComponent (UObject Object) |
| | Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
|
| bool | ComponentHasTag (FName Tag) const |
| | See if this component contains the supplied tag.
|
| AActor | GetOwner () const |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
|
| void | SetAutoActivate (bool bNewAutoActivate) |
| | Sets whether the component should be auto activate or not. Only safe during construction scripts.
|
| bool | IsActive () const |
| | Returns whether the component is active or not.
|
| void | ToggleActive () |
| | Toggles the active state of the component.
|
| void | SetActive (bool bNewActive, bool bReset=false) |
| | Sets whether the component is active or not.
|
| void | Activate (bool bReset=false) |
| | Activates the SceneComponent, should be overridden by native child classes.
|
| void | Deactivate () |
| | Deactivates the SceneComponent.
|
| float32 | GetComponentTickInterval () const |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
|
| void | AddTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Make this component tick after PrerequisiteActor.
|
| void | AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Make this component tick after PrerequisiteComponent.
|
| void | RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Remove tick dependency on PrerequisiteComponent.
|
| void | SetTickableWhenPaused (bool bTickableWhenPaused) |
| | Sets whether this component can tick when paused.
|
| bool | IsComponentTickEnabled () const |
| | Returns whether this component has tick enabled or not.
|
| void | SetTickGroup (ETickingGroup NewTickGroup) |
| | Changes the ticking group for this component.
|
| void | RemoveTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Remove tick dependency on PrerequisiteActor.
|
| void | SetComponentTickIntervalAndCooldown (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
|
| void | SetComponentTickInterval (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
|
| void | SetComponentTickEnabled (bool bEnabled) |
| | Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
|
| 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 |
Implement an Actor component for input bindings.
An Input Component is a transient component that enables an Actor to bind various forms of input events to delegate functions. Input components are processed from a stack managed by the PlayerController and processed by the PlayerInput. Each binding can consume the input event preventing other components on the input stack from processing the input.
@see https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html