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

UPlayerMappableInputConfig. More...

Public Member Functions

Functions
void SetMetadata (UObject Value)
 Metadata that can used to store any other related items to your key mapping such as icons, ability assets, etc.
void SetConfigName (FName Value)
 The unique name of this config that can be used when saving it.
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 UPrimaryDataAsset
static UClass StaticClass ()
Static Public Member Functions inherited from UDataAsset
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Input|PlayerMappable

bool bIsDeprecated
 A flag that can be used to mark this Input Config as deprecated to your player/designers.
TMap< TObjectPtr< UInputMappingContext >, int > Contexts
 Mapping contexts that make up this Input Config with their associated priority.
FName ConfigName
 The unique name of this config that can be used when saving it.
const FText DisplayName
const TMap< TObjectPtr< UInputMappingContext >, int > MappingContexts
 Return all the Input Mapping contexts that.
UObject Metadata
 Metadata that can used to store any other related items to your key mapping such as icons, ability assets, etc.
const TArray< FEnhancedActionKeyMapping > PlayerMappableKeys
 Get all the player mappable keys in this config.
FText ConfigDisplayName
 The display name that can be used.
TArray< FEnhancedActionKeyMapping > GetPlayerMappableKeys () const
 Get all the player mappable keys in this config.
const FText & GetDisplayName () const
TArray< FEnhancedActionKeyMapping > GetKeysBoundToAction (const UInputAction InAction) const
 Returns all the keys mapped to a specific Input Action in this mapping config.
FEnhancedActionKeyMapping GetMappingByName (const FName MappingName) const
 Returns the action key mapping for the mapping that matches the given name.
const TMap< TObjectPtr< UInputMappingContext >, int > & GetMappingContexts () const
 Return all the Input Mapping contexts that.
UObject GetMetadata () const
 Get all the player mappable keys in this config.
const FName GetConfigName () const
const bool IsDeprecated () const
void ResetToDefault ()
 Resets this mappable config to use the keys.

Additional Inherited Members

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

UPlayerMappableInputConfig.

This represents one set of Player Mappable controller/keymappings. You can use this input config to create the default mappings for your player to start with in your game. It provides an easy way to get only the player mappable key actions, and it can be used to add multiple UInputMappingContext's at once to the player.

Populate this data asset with Input Mapping Contexts that have player mappable actions in them.

Member Function Documentation

◆ GetConfigName()

const FName GetConfigName ( ) const

◆ GetDisplayName()

const FText & GetDisplayName ( ) const

◆ GetKeysBoundToAction()

TArray< FEnhancedActionKeyMapping > GetKeysBoundToAction ( const UInputAction InAction) const

Returns all the keys mapped to a specific Input Action in this mapping config.

◆ GetMappingByName()

FEnhancedActionKeyMapping GetMappingByName ( const FName MappingName) const

Returns the action key mapping for the mapping that matches the given name.

◆ GetMappingContexts()

const TMap< TObjectPtr< UInputMappingContext >, int > & GetMappingContexts ( ) const

Return all the Input Mapping contexts that.

◆ GetMetadata()

UObject GetMetadata ( ) const

Get all the player mappable keys in this config.

◆ GetPlayerMappableKeys()

TArray< FEnhancedActionKeyMapping > GetPlayerMappableKeys ( ) const

Get all the player mappable keys in this config.

◆ IsDeprecated()

const bool IsDeprecated ( ) const

◆ ResetToDefault()

void ResetToDefault ( )

Resets this mappable config to use the keys.

◆ SetConfigName()

void SetConfigName ( FName Value)

The unique name of this config that can be used when saving it.

◆ SetMetadata()

void SetMetadata ( UObject Value)

Metadata that can used to store any other related items to your key mapping such as icons, ability assets, etc.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bIsDeprecated

bool bIsDeprecated

A flag that can be used to mark this Input Config as deprecated to your player/designers.

◆ ConfigDisplayName

FText ConfigDisplayName

The display name that can be used.

◆ ConfigName

FName ConfigName

The unique name of this config that can be used when saving it.

◆ Contexts

Mapping contexts that make up this Input Config with their associated priority.

◆ DisplayName

const FText DisplayName

◆ MappingContexts

const TMap<TObjectPtr<UInputMappingContext>,int> MappingContexts

Return all the Input Mapping contexts that.

◆ Metadata

UObject Metadata

Metadata that can used to store any other related items to your key mapping such as icons, ability assets, etc.

◆ PlayerMappableKeys

const TArray<FEnhancedActionKeyMapping> PlayerMappableKeys

Get all the player mappable keys in this config.