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

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...).

Detailed Description

Project wide settings for input handling.

@see https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html

Member Function Documentation

◆ AddActionMapping()

void AddActionMapping ( FInputActionKeyMapping KeyMapping,
bool bForceRebuildKeymaps = true )

Programmatically add an action mapping to the project defaults.

◆ AddAxisMapping()

void AddAxisMapping ( FInputAxisKeyMapping KeyMapping,
bool bForceRebuildKeymaps = true )

Programmatically add an axis mapping to the project defaults.

◆ DoesActionExist()

bool DoesActionExist ( const FName InActionName)

◆ DoesAxisExist()

bool DoesAxisExist ( const FName InAxisName)

◆ DoesSpeechExist()

bool DoesSpeechExist ( const FName InSpeechName)

◆ ForceRebuildKeymaps()

void ForceRebuildKeymaps ( )

When changes are made to the default mappings, push those changes out to PlayerInput key maps.

◆ GetActionMappingByName()

void GetActionMappingByName ( const FName InActionName,
TArray< FInputActionKeyMapping > & OutMappings ) const

◆ GetActionMappings()

const TArray< FInputActionKeyMapping > & GetActionMappings ( ) const

◆ GetActionNames()

void GetActionNames ( TArray< FName > & ActionNames) const

Populate a list of all defined action names.

◆ GetAxisMappingByName()

void GetAxisMappingByName ( const FName InAxisName,
TArray< FInputAxisKeyMapping > & OutMappings ) const

Retrieve all axis mappings by a certain name.

◆ GetAxisMappings()

const TArray< FInputAxisKeyMapping > & GetAxisMappings ( ) const

◆ GetAxisNames()

void GetAxisNames ( TArray< FName > & AxisNames) const

Populate a list of all defined axis names.

◆ GetInputSettings()

UInputSettings GetInputSettings ( )
static

Returns the game local input settings (action mappings, axis mappings, etc...).

◆ GetSpeechMappings()

const TArray< FInputActionSpeechMapping > & GetSpeechMappings ( ) const

◆ GetUniqueActionName()

FName GetUniqueActionName ( const FName BaseActionMappingName)

◆ GetUniqueAxisName()

FName GetUniqueAxisName ( const FName BaseAxisMappingName)

◆ RemoveActionMapping()

void RemoveActionMapping ( FInputActionKeyMapping KeyMapping,
bool bForceRebuildKeymaps = true )

Programmatically remove an action mapping to the project defaults.

◆ RemoveAxisMapping()

void RemoveAxisMapping ( FInputAxisKeyMapping KeyMapping,
bool bForceRebuildKeymaps = true )

Programmatically remove an axis mapping to the project defaults.

◆ SaveKeyMappings()

void SaveKeyMappings ( )

Flush the current mapping values to the config file.

◆ SetActionMappings()

void SetActionMappings ( TArray< FInputActionKeyMapping > Value)

List of Action Mappings.

◆ SetAxisMappings()

void SetAxisMappings ( TArray< FInputAxisKeyMapping > Value)

List of Axis Mappings.

◆ SetbAltEnterTogglesFullscreen()

void SetbAltEnterTogglesFullscreen ( bool Value)

◆ SetbAlwaysShowTouchInterface()

void SetbAlwaysShowTouchInterface ( bool Value)

Should the touch input interface be shown always, or only when the platform has a touch screen?

◆ SetbCaptureMouseOnLaunch()

void SetbCaptureMouseOnLaunch ( bool Value)

Controls if the viewport will capture the mouse on Launch of the application.

◆ SetbEnableDynamicComponentInputBinding()

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.

◆ SetbEnableFOVScaling()

void SetbEnableFOVScaling ( bool Value)

Scale the mouse based on the player camera manager's field of view.

◆ SetbEnableGestureRecognizer()

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.

◆ SetbEnableInputDeviceSubsystem()

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.

See: UInputDeviceSubsystem

◆ SetbEnableLegacyInputScales()

void SetbEnableLegacyInputScales ( bool Value)

Enable the use of legacy input scales on the player controller (InputYawScale, InputPitchScale, and InputRollScale).

◆ SetbEnableMotionControls()

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

◆ SetbEnableMouseSmoothing()

void SetbEnableMouseSmoothing ( bool Value)

Mouse smoothing control.

◆ SetbF11TogglesFullscreen()

void SetbF11TogglesFullscreen ( bool Value)

◆ SetbFilterInputByPlatformUser()

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.

◆ SetbShouldFlushPressedKeysOnViewportFocusLost()

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

◆ SetbShowConsoleOnFourFingerTap()

void SetbShowConsoleOnFourFingerTap ( bool Value)

Whether or not to show the console on 4 finger tap, on mobile platforms.

◆ SetbUseAutocorrect()

void SetbUseAutocorrect ( bool Value)

If enabled, virtual keyboards will have autocorrect enabled. Currently only supported on mobile devices.

◆ SetbUseMouseForTouch()

void SetbUseMouseForTouch ( bool Value)

Allow mouse to be used for touch.

◆ SetSpeechMappings()

void SetSpeechMappings ( TArray< FInputActionSpeechMapping > Value)

List of Speech Mappings.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ ActionMappings

TArray<FInputActionKeyMapping> ActionMappings

List of Action Mappings.

◆ AxisConfig

List of Axis Properties.

◆ AxisMappings

List of Axis Mappings.

◆ ConsoleKeys

TArray<FKey> ConsoleKeys

The keys which open the console.

◆ DefaultInputComponentClass

TSoftClassPtr<UInputComponent> DefaultInputComponentClass

Default class type for pawn input components.

◆ DefaultPlayerInputClass

TSoftClassPtr<UPlayerInput> DefaultPlayerInputClass

Default class type for player input object. May be overridden by player controller.

◆ DefaultTouchInterface

FSoftObjectPath DefaultTouchInterface

The default on-screen touch input interface for the game (can be null to disable the onscreen interface).

◆ DefaultViewportMouseCaptureMode

EMouseCaptureMode DefaultViewportMouseCaptureMode

The default mouse capture mode for the game viewport.

◆ DefaultViewportMouseLockMode

EMouseLockMode DefaultViewportMouseLockMode

The default mouse lock state behavior when the viewport acquires capture.

◆ DoubleClickTime

float32 DoubleClickTime

If a key is pressed twice in this amount of time it is considered a "double click".

◆ ExcludedAutocorrectCultures

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".

◆ ExcludedAutocorrectDeviceModels

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.

◆ ExcludedAutocorrectOS

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).

◆ FOVScale

float32 FOVScale

The scaling value to multiply the field of view by.

◆ InputSettings

const UInputSettings InputSettings
static

◆ PlatformSettings

FPerPlatformSettings PlatformSettings

Platform specific settings for Input. @see UInputPlatformSettings.

◆ SpeechMappings

List of Speech Mappings.