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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Project wide settings for input handling. More...
Public Member Functions | |
Functions | |
| bool | DoesAxisExist (const FName InAxisName) |
| bool | DoesSpeechExist (const FName InSpeechName) |
| const TArray< FInputActionSpeechMapping > & | GetSpeechMappings () const |
| FName | GetUniqueAxisName (const FName BaseAxisMappingName) |
| bool | DoesActionExist (const FName InActionName) |
| const TArray< FInputAxisKeyMapping > & | GetAxisMappings () const |
| const TArray< FInputActionKeyMapping > & | GetActionMappings () const |
| void | SetbAltEnterTogglesFullscreen (bool Value) |
| FName | GetUniqueActionName (const FName BaseActionMappingName) |
| void | SetbUseMouseForTouch (bool Value) |
| Allow mouse to be used for touch. | |
| void | SetbEnableMouseSmoothing (bool Value) |
| Mouse smoothing control. | |
| void | SetbEnableFOVScaling (bool Value) |
| Scale the mouse based on the player camera manager's field of view. | |
| void | SetbCaptureMouseOnLaunch (bool Value) |
| Controls if the viewport will capture the mouse on Launch of the application. | |
| void | SetbEnableLegacyInputScales (bool Value) |
| Enable the use of legacy input scales on the player controller (InputYawScale, InputPitchScale, and InputRollScale). | |
| void | SetbEnableMotionControls (bool Value) |
| If set to false, then the player controller's InputMotion function will never be called. This will effectively disable any motion input (tilt, rotation, acceleration, etc) on the GameViewportClient. | |
| void | SetbFilterInputByPlatformUser (bool Value) |
| If true, then the PlayerController::InputKey function will only process an input event if it came from an input device that is owned by the PlayerController's Platform User. | |
| void | SetbEnableInputDeviceSubsystem (bool Value) |
| If true, then the input device subsystem will be allowed to Initalize when the engine boots. NOTE: For this setting to take effect, and editor restart is required. | |
| void | SetbShouldFlushPressedKeysOnViewportFocusLost (bool Value) |
| If true, then the Player Controller will have it's Pressed Keys flushed when the input mode is changed to Game and UI mode or the game viewport loses focus. The default behavior is true. | |
| void | SetbEnableDynamicComponentInputBinding (bool Value) |
| Should components that are dynamically added via the 'AddComponent' function at runtime have input delegates bound to them? See: AActor::FinishAddComponent. | |
| void | SetbAlwaysShowTouchInterface (bool Value) |
| Should the touch input interface be shown always, or only when the platform has a touch screen? | |
| void | SetbShowConsoleOnFourFingerTap (bool Value) |
| Whether or not to show the console on 4 finger tap, on mobile platforms. | |
| void | SetbEnableGestureRecognizer (bool Value) |
| Whether or not to use the gesture recognition system to convert touches in to gestures that can be bound and queried. | |
| void | SetbUseAutocorrect (bool Value) |
| If enabled, virtual keyboards will have autocorrect enabled. Currently only supported on mobile devices. | |
| void | SetActionMappings (TArray< FInputActionKeyMapping > Value) |
| List of Action Mappings. | |
| void | SetAxisMappings (TArray< FInputAxisKeyMapping > Value) |
| List of Axis Mappings. | |
| void | SetSpeechMappings (TArray< FInputActionSpeechMapping > Value) |
| List of Speech Mappings. | |
| void | SetbF11TogglesFullscreen (bool Value) |
| 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 () |
Public Attributes | |
Bindings | |
| TArray< FInputActionSpeechMapping > | SpeechMappings |
| List of Speech Mappings. | |
| TArray< FInputAxisKeyMapping > | AxisMappings |
| List of Axis Mappings. | |
| TArray< FInputActionKeyMapping > | ActionMappings |
| List of Action Mappings. | |
| TArray< FInputAxisConfigEntry > | AxisConfig |
| List of Axis Properties. | |
Console | |
| TArray< FKey > | ConsoleKeys |
| The keys which open the console. | |
DefaultClasses | |
| TSoftClassPtr< UInputComponent > | DefaultInputComponentClass |
| Default class type for pawn input components. | |
| TSoftClassPtr< UPlayerInput > | DefaultPlayerInputClass |
| Default class type for player input object. May be overridden by player controller. | |
Mobile | |
| FSoftObjectPath | DefaultTouchInterface |
| The default on-screen touch input interface for the game (can be null to disable the onscreen interface). | |
MouseProperties | |
| float32 | FOVScale |
| The scaling value to multiply the field of view by. | |
| float32 | DoubleClickTime |
| If a key is pressed twice in this amount of time it is considered a "double click". | |
Platforms | |
| FPerPlatformSettings | PlatformSettings |
| Platform specific settings for Input. @see UInputPlatformSettings. | |
ViewportProperties | |
| EMouseCaptureMode | DefaultViewportMouseCaptureMode |
| The default mouse capture mode for the game viewport. | |
| EMouseLockMode | DefaultViewportMouseLockMode |
| The default mouse lock state behavior when the viewport acquires capture. | |
Virtual Keyboard (Mobile) | |
| TArray< FString > | ExcludedAutocorrectOS |
| Disables autocorrect for these operating systems, even if autocorrect is enabled. Use the format "[platform] [osversion]" (e.g., "iOS 11.2" or "Android 6"). More specific versions will disable autocorrect for fewer devices ("iOS 11" will disable autocorrect for all devices running iOS 11, but "iOS 11.2.2" will not disable autocorrect for devices running 11.2.1). | |
| TArray< FString > | ExcludedAutocorrectCultures |
| Disables autocorrect for these cultures, even if autocorrect is turned on. These should be ISO-compliant language and country codes, such as "en" or "en-US". | |
| TArray< FString > | ExcludedAutocorrectDeviceModels |
| Disables autocorrect for these device models, even if autocorrect is turned in. Model IDs listed here will match against the start of the device's model (e.g., "SM-" will match all device model IDs that start with "SM-"). This is currently only supported on Android devices. | |
| 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 |
Static Public Attributes | |
Static Variables | |
| static const UInputSettings | InputSettings |
Settings | |
| void | AddAxisMapping (FInputAxisKeyMapping KeyMapping, bool bForceRebuildKeymaps=true) |
| Programmatically add an axis mapping to the project defaults. | |
| void | ForceRebuildKeymaps () |
| When changes are made to the default mappings, push those changes out to PlayerInput key maps. | |
| void | GetActionNames (TArray< FName > &ActionNames) const |
| Populate a list of all defined action names. | |
| void | RemoveActionMapping (FInputActionKeyMapping KeyMapping, bool bForceRebuildKeymaps=true) |
| Programmatically remove an action mapping to the project defaults. | |
| void | GetAxisMappingByName (const FName InAxisName, TArray< FInputAxisKeyMapping > &OutMappings) const |
| Retrieve all axis mappings by a certain name. | |
| void | GetAxisNames (TArray< FName > &AxisNames) const |
| Populate a list of all defined axis names. | |
| void | AddActionMapping (FInputActionKeyMapping KeyMapping, bool bForceRebuildKeymaps=true) |
| Programmatically add an action mapping to the project defaults. | |
| void | RemoveAxisMapping (FInputAxisKeyMapping KeyMapping, bool bForceRebuildKeymaps=true) |
| Programmatically remove an axis mapping to the project defaults. | |
| void | SaveKeyMappings () |
| Flush the current mapping values to the config file. | |
| void | GetActionMappingByName (const FName InActionName, TArray< FInputActionKeyMapping > &OutMappings) const |
| static UInputSettings | GetInputSettings () |
| Returns the game local input settings (action mappings, axis mappings, etc...). | |
Project wide settings for input handling.
@see https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html
| void AddActionMapping | ( | FInputActionKeyMapping | KeyMapping, |
| bool | bForceRebuildKeymaps = true ) |
Programmatically add an action mapping to the project defaults.
| void AddAxisMapping | ( | FInputAxisKeyMapping | KeyMapping, |
| bool | bForceRebuildKeymaps = true ) |
Programmatically add an axis mapping to the project defaults.
| bool DoesActionExist | ( | const FName | InActionName | ) |
| bool DoesAxisExist | ( | const FName | InAxisName | ) |
| bool DoesSpeechExist | ( | const FName | InSpeechName | ) |
| void ForceRebuildKeymaps | ( | ) |
When changes are made to the default mappings, push those changes out to PlayerInput key maps.
| void GetActionMappingByName | ( | const FName | InActionName, |
| TArray< FInputActionKeyMapping > & | OutMappings ) const |
| const TArray< FInputActionKeyMapping > & GetActionMappings | ( | ) | const |
Populate a list of all defined action names.
| void GetAxisMappingByName | ( | const FName | InAxisName, |
| TArray< FInputAxisKeyMapping > & | OutMappings ) const |
Retrieve all axis mappings by a certain name.
| const TArray< FInputAxisKeyMapping > & GetAxisMappings | ( | ) | const |
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static |
Returns the game local input settings (action mappings, axis mappings, etc...).
| const TArray< FInputActionSpeechMapping > & GetSpeechMappings | ( | ) | const |
| void RemoveActionMapping | ( | FInputActionKeyMapping | KeyMapping, |
| bool | bForceRebuildKeymaps = true ) |
Programmatically remove an action mapping to the project defaults.
| void RemoveAxisMapping | ( | FInputAxisKeyMapping | KeyMapping, |
| bool | bForceRebuildKeymaps = true ) |
Programmatically remove an axis mapping to the project defaults.
| void SaveKeyMappings | ( | ) |
Flush the current mapping values to the config file.
| void SetActionMappings | ( | TArray< FInputActionKeyMapping > | Value | ) |
List of Action Mappings.
| void SetAxisMappings | ( | TArray< FInputAxisKeyMapping > | Value | ) |
List of Axis Mappings.
| void SetbAltEnterTogglesFullscreen | ( | bool | Value | ) |
| void SetbAlwaysShowTouchInterface | ( | bool | Value | ) |
Should the touch input interface be shown always, or only when the platform has a touch screen?
| void SetbCaptureMouseOnLaunch | ( | bool | Value | ) |
Controls if the viewport will capture the mouse on Launch of the application.
| void SetbEnableDynamicComponentInputBinding | ( | bool | Value | ) |
Should components that are dynamically added via the 'AddComponent' function at runtime have input delegates bound to them? See: AActor::FinishAddComponent.
| void SetbEnableFOVScaling | ( | bool | Value | ) |
Scale the mouse based on the player camera manager's field of view.
| void SetbEnableGestureRecognizer | ( | bool | Value | ) |
Whether or not to use the gesture recognition system to convert touches in to gestures that can be bound and queried.
| void SetbEnableInputDeviceSubsystem | ( | bool | Value | ) |
If true, then the input device subsystem will be allowed to Initalize when the engine boots. NOTE: For this setting to take effect, and editor restart is required.
| void SetbEnableLegacyInputScales | ( | bool | Value | ) |
Enable the use of legacy input scales on the player controller (InputYawScale, InputPitchScale, and InputRollScale).
| void SetbEnableMotionControls | ( | bool | Value | ) |
If set to false, then the player controller's InputMotion function will never be called. This will effectively disable any motion input (tilt, rotation, acceleration, etc) on the GameViewportClient.
See: GameViewportClient::InputMotion
| void SetbEnableMouseSmoothing | ( | bool | Value | ) |
Mouse smoothing control.
| void SetbF11TogglesFullscreen | ( | bool | Value | ) |
| void SetbFilterInputByPlatformUser | ( | bool | Value | ) |
If true, then the PlayerController::InputKey function will only process an input event if it came from an input device that is owned by the PlayerController's Platform User.
| void SetbShouldFlushPressedKeysOnViewportFocusLost | ( | bool | Value | ) |
If true, then the Player Controller will have it's Pressed Keys flushed when the input mode is changed to Game and UI mode or the game viewport loses focus. The default behavior is true.
See: UGameViewportClient::LostFocus See: APlayerController::ShouldFlushKeysWhenViewportFocusChanges
| void SetbShowConsoleOnFourFingerTap | ( | bool | Value | ) |
Whether or not to show the console on 4 finger tap, on mobile platforms.
| void SetbUseAutocorrect | ( | bool | Value | ) |
If enabled, virtual keyboards will have autocorrect enabled. Currently only supported on mobile devices.
| void SetbUseMouseForTouch | ( | bool | Value | ) |
Allow mouse to be used for touch.
| void SetSpeechMappings | ( | TArray< FInputActionSpeechMapping > | Value | ) |
List of Speech Mappings.
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static |
| TArray<FInputActionKeyMapping> ActionMappings |
List of Action Mappings.
| TArray<FInputAxisConfigEntry> AxisConfig |
List of Axis Properties.
| TArray<FInputAxisKeyMapping> AxisMappings |
List of Axis Mappings.
| TSoftClassPtr<UInputComponent> DefaultInputComponentClass |
Default class type for pawn input components.
| TSoftClassPtr<UPlayerInput> DefaultPlayerInputClass |
Default class type for player input object. May be overridden by player controller.
| FSoftObjectPath DefaultTouchInterface |
The default on-screen touch input interface for the game (can be null to disable the onscreen interface).
| EMouseCaptureMode DefaultViewportMouseCaptureMode |
The default mouse capture mode for the game viewport.
| EMouseLockMode DefaultViewportMouseLockMode |
The default mouse lock state behavior when the viewport acquires capture.
| float32 DoubleClickTime |
If a key is pressed twice in this amount of time it is considered a "double click".
Disables autocorrect for these cultures, even if autocorrect is turned on. These should be ISO-compliant language and country codes, such as "en" or "en-US".
Disables autocorrect for these device models, even if autocorrect is turned in. Model IDs listed here will match against the start of the device's model (e.g., "SM-" will match all device model IDs that start with "SM-"). This is currently only supported on Android devices.
Disables autocorrect for these operating systems, even if autocorrect is enabled. Use the format "[platform] [osversion]" (e.g., "iOS 11.2" or "Android 6"). More specific versions will disable autocorrect for fewer devices ("iOS 11" will disable autocorrect for all devices running iOS 11, but "iOS 11.2.2" will not disable autocorrect for devices running 11.2.1).
| float32 FOVScale |
The scaling value to multiply the field of view by.
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static |
| FPerPlatformSettings PlatformSettings |
Platform specific settings for Input. @see UInputPlatformSettings.
| TArray<FInputActionSpeechMapping> SpeechMappings |
List of Speech Mappings.