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

UInputMappingContext : A collection of key to action mappings for a specific input context Could be used to: Store predefined controller mappings (allow switching between controller config variants). TODO: Build a system allowing redirects of UInputMappingContexts to handle this. Define per-vehicle control mappings Define context specific mappings (e.g. I switch from a gun (shoot action) to a grappling hook (reel in, reel out, disconnect actions). Define overlay mappings to be applied on top of existing control mappings (e.g. Hero specific action mappings in a MOBA). More...

Public Member Functions

Mapping
void UnmapAction (const UInputAction Action)
void UnmapAll ()
 Unmap everything within the mapping context.
void UnmapAllKeysFromAction (const UInputAction Action)
 Unmap all key maps to an action within the mapping context.
void UnmapKey (const UInputAction Action, FKey Key)
 Unmap a key from an action within the mapping context.
FEnhancedActionKeyMapping & MapKey (const UInputAction Action, FKey ToKey)
 Map a key to an action within the mapping context.
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 UDataAsset
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Description
FText ContextDescription
 Localized context descriptor.
Mappings
TArray< FEnhancedActionKeyMapping > Mappings
 List of key to action mappings.
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

UInputMappingContext : A collection of key to action mappings for a specific input context Could be used to: Store predefined controller mappings (allow switching between controller config variants). TODO: Build a system allowing redirects of UInputMappingContexts to handle this. Define per-vehicle control mappings Define context specific mappings (e.g. I switch from a gun (shoot action) to a grappling hook (reel in, reel out, disconnect actions). Define overlay mappings to be applied on top of existing control mappings (e.g. Hero specific action mappings in a MOBA).

Member Function Documentation

◆ MapKey()

FEnhancedActionKeyMapping & MapKey ( const UInputAction Action,
FKey ToKey )

Map a key to an action within the mapping context.

◆ StaticClass()

UClass StaticClass ( )
static

◆ UnmapAction()

void UnmapAction ( const UInputAction Action)

◆ UnmapAll()

void UnmapAll ( )

Unmap everything within the mapping context.

◆ UnmapAllKeysFromAction()

void UnmapAllKeysFromAction ( const UInputAction Action)

Unmap all key maps to an action within the mapping context.

◆ UnmapKey()

void UnmapKey ( const UInputAction Action,
FKey Key )

Unmap a key from an action within the mapping context.

Member Data Documentation

◆ ContextDescription

FText ContextDescription

Localized context descriptor.

◆ Mappings

List of key to action mappings.