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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
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.
| const FName GetConfigName | ( | ) | const |
| 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.
| TArray< FEnhancedActionKeyMapping > GetPlayerMappableKeys | ( | ) | const |
Get all the player mappable keys in this config.
| const bool IsDeprecated | ( | ) | const |
| void ResetToDefault | ( | ) |
Resets this mappable config to use the keys.
| void SetConfigName | ( | FName | Value | ) |
The unique name of this config that can be used when saving it.
| void SetMetadata | ( | UObject | Value | ) |
Metadata that can used to store any other related items to your key mapping such as icons, ability assets, etc.
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static |
| bool bIsDeprecated |
A flag that can be used to mark this Input Config as deprecated to your player/designers.
| FText ConfigDisplayName |
The display name that can be used.
| FName ConfigName |
The unique name of this config that can be used when saving it.
| TMap<TObjectPtr<UInputMappingContext>,int> Contexts |
Mapping contexts that make up this Input Config with their associated priority.
| 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.