G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Namespaces

namespace  EnhancedInput

Classes

struct  FDefaultContextSetting
 Represents a single input mapping context and the priority that it should be applied with. More...
struct  FEnhancedActionKeyMapping
 Defines a mapping between a key activation and the resulting enhanced action An key could be a button press, joystick axis movement, etc. An enhanced action could be MoveForward, Jump, Fire, etc. More...
class  FEnhancedInputActionHandlerDynamicSignature
class  FEnhancedInputUserSettingsApplied__EnhancedInputUserSettings
class  FEnhancedInputUserSettingsChanged__EnhancedInputUserSettings
struct  FInputActionInstance
 Run time queryable action instance Generated from UInputAction templates above. More...
struct  FInputActionValue
struct  FInputCancelAction
struct  FInputComboStepData
class  FInputDebugKeyHandlerDynamicSignature
struct  FKeyMappingRow
 Stores all mappings bound to a single mapping name. More...
class  FMappableKeyProfileChanged__EnhancedInputUserSettings
class  FMappingContextRegisteredWithSettings__EnhancedInputUserSettings
struct  FMappingQueryIssue
 Potential issue raised with a mapping request. More...
struct  FMapPlayerKeyArgs
 Arguments that can be used when mapping a player key. More...
struct  FModifyContextOptions
 Passed in as params for Adding/Remove input contexts. More...
class  FOnControlMappingsRebuilt__EnhancedInputLocalPlayerSubsystem
struct  FPlayerKeyMapping
 Represents a single key mapping that is set by the player. More...
struct  FPlayerMappableKeyOptions
 A struct that represents player facing mapping options for an action key mapping. Use this to set a unique FName for the mapping option to save it, as well as some FText options for use in UI. More...
struct  FPlayerMappableKeyProfileCreationArgs
 Arguments that can be used when creating a new mapping profile. More...
struct  FPlayerMappableKeyQueryOptions
 Options when querying what keys are mapped to a specific action on the player mappable key profile. More...
struct  FPlayerMappableKeySlot
class  UEnhancedInputActionDelegateBinding
class  UEnhancedInputActionValueBinding
class  UEnhancedInputComponent
 Implement an Actor component for input bindings. More...
class  UEnhancedInputDeveloperSettings
 Developer settings for Enhanced Input. More...
class  UEnhancedInputLibrary
class  UEnhancedInputLocalPlayerSubsystem
 Per local player input subsystem. More...
class  UEnhancedInputPlatformData
 A base class that can be used to store platform specific data for Enhanced Input. More...
class  UEnhancedInputPlatformSettings
 Settings for Enhanced Input that can be set per-platform. More...
class  UEnhancedInputSubsystemInterface
class  UEnhancedInputUserSettings
 The Enhanced Input User Settings class is a place where you can put all of your Input Related settings that you want your user to be able to change. Things like their key mappings, aim sensitivity, accessibility settings, etc. This also provides a Registration point for Input Mappings Contexts (IMC) from possibly unloaded plugins (i.e. Game Feature Plugins). You can register your IMC from a Game Feature Action plugin here, and then have access to all the key mappings available. This is very useful for building settings screens because you can now access all the mappings in your game, even if the entire plugin isn't loaded yet. More...
class  UEnhancedInputWorldSubsystem
 Per world input subsystem that allows you to bind input delegates to actors without an owning Player Controller. This should be used when an actor needs to receive input delegates but will never have an owning Player Controller. For example, you can add input delegates to unlock a door when the user has a certain set of keys pressed. Be sure to enable input on the actor, or else the input delegates won't fire! More...
class  UEnhancedPlayerInput
 UEnhancedPlayerInput : UPlayerInput extensions for enhanced player input system. More...
class  UEnhancedPlayerMappableKeyProfile
 Represents one "Profile" that a user can have for their player mappable keys. More...
class  UInputAction
 An Input Action is a logical representation of something the user can do, such as "Jump" or "Crouch". These are what your gameplay code binds to in order to listen for input state changes. For most scenarios your gameplay code should be listening for the "Triggered" event on an input action. This will allow for the most scalable and customizable input configuration because you can add different triggers for each key mapping in the Input Mapping Context. More...
class  UInputDebugKeyDelegateBinding
class  UInputMappingContext
 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...
class  UInputModifier
 Base class for building modifiers. More...
class  UInputModifierDeadZone
 Dead Zone Input values within the range LowerThreshold -> UpperThreshold will be remapped from 0 -> 1. Values outside this range will be clamped. More...
class  UInputModifierFOVScaling
 FOV Scaling Apply FOV dependent scaling to input values, per axis. More...
class  UInputModifierNegate
 Negate Inverts input per axis. More...
class  UInputModifierResponseCurveExponential
 Response Curve Exponential Apply a simple exponential response curve to input values, per axis. More...
class  UInputModifierResponseCurveUser
 Response Curve User Defined Apply a custom response curve to input values, per axis. More...
class  UInputModifierScalar
 Scalar Scales input by a set factor per axis. More...
class  UInputModifierScaleByDeltaTime
 Scalar Multiplies the input value by Delta Time this frame. More...
class  UInputModifierSmooth
 Smooth Smooth inputs out over multiple frames. More...
class  UInputModifierSmoothDelta
 Normalized Smooth Delta. More...
class  UInputModifierSwizzleAxis
 Swizzle axis components of an input value. Useful to map a 1D input onto the Y axis of a 2D action. More...
class  UInputModifierToWorldSpace
 Input space to World space conversion Auto-converts axes within the Input Action Value into world space allowing the result to be directly plugged into functions that take world space values. E.g. For a 2D input axis up/down is mapped to world X (forward), whilst axis left/right is mapped to world Y (right). More...
class  UInputTrigger
 Base class for building triggers. Transitions to Triggered state once the input meets or exceeds the actuation threshold. More...
class  UInputTriggerChordAction
 UInputTriggerChordAction Applies a chord action that must be triggering for this trigger's action to trigger. More...
class  UInputTriggerChordBlocker
 UInputTriggerChordBlocker Automatically instantiated to block mappings that are masked by a UInputTriggerChordAction chord from firing whilst the chording key is active. NOTE: Do not attempt to add these manually. More...
class  UInputTriggerCombo
 UInputTriggerCombo All actions in the combo array must be completed (based on combo completion event specified - triggered, completed, etc.) to trigger the action this trigger is on. Actions must also be completed in the order specified by the combo actions array (starting at index 0). Note: This will only trigger for one frame before resetting the combo trigger's progress. More...
class  UInputTriggerDown
 UInputTriggerDown Trigger fires when the input exceeds the actuation threshold. Note: When no triggers are bound Down (with an actuation threshold of > 0) is the default behavior. More...
class  UInputTriggerHold
 UInputTriggerHold Trigger fires once input has remained actuated for HoldTimeThreshold seconds. Trigger may optionally fire once, or repeatedly fire. More...
class  UInputTriggerHoldAndRelease
 UInputTriggerHoldAndRelease Trigger fires when input is released after having been actuated for at least HoldTimeThreshold seconds. More...
class  UInputTriggerPressed
 UInputTriggerPressed Trigger fires once only when input exceeds the actuation threshold. Holding the input will not cause further triggers. More...
class  UInputTriggerPulse
 UInputTriggerPulse Trigger that fires at an Interval, in seconds, while input is actuated. Note: Completed only fires when the repeat limit is reached or when input is released immediately after being triggered. Otherwise, Canceled is fired when input is released. More...
class  UInputTriggerReleased
 UInputTriggerReleased Trigger returns Ongoing whilst input exceeds the actuation threshold. Trigger fires once only when input drops back below actuation threshold. More...
class  UInputTriggerTap
 UInputTriggerTap Input must be actuated then released within TapReleaseTimeThreshold seconds to trigger. More...
class  UInputTriggerTimedBase
 Base class for building triggers that have firing conditions governed by elapsed time. This class transitions state to Ongoing once input is actuated, and will track Ongoing input time until input is released. Inheriting classes should provide the logic for Triggered transitions. More...
class  UPlayerMappableInputConfig
 UPlayerMappableInputConfig. More...
class  UPlayerMappableKeySettings
 Hold setting information of an Action Input or a Action Key Mapping for setting screen and save purposes. Experimental: Do not count on long term support for this structure. More...

Enumerations

enum  EDeadZoneType { Axial , Radial , EDeadZoneType_MAX }
enum  EFOVScalingType { Standard , UE4_BackCompat , EFOVScalingType_MAX }
enum  EInputActionAccumulationBehavior { TakeHighestAbsoluteValue , Cumulative , EInputActionAccumulationBehavior_MAX }
enum  EInputActionValueType {
  Boolean , Axis1D , Axis2D , Axis3D ,
  EInputActionValueType_MAX
}
enum  EInputAxisSwizzle {
  YXZ , ZYX , XZY , YZX ,
  ZXY , EInputAxisSwizzle_MAX
}
enum  EInputMappingRebuildType { None , Rebuild , RebuildWithFlush , EInputMappingRebuildType_MAX }
enum  EMappingQueryIssue {
  NoIssue , ReservedByAction , HidesExistingMapping , HiddenByExistingMapping ,
  CollisionWithMappingInSameContext , ForcesTypePromotion , ForcesTypeDemotion , EMappingQueryIssue_MAX
}
enum  EMappingQueryResult {
  Error_EnhancedInputNotEnabled , Error_InputContextNotInActiveContexts , Error_InvalidAction , NotMappable ,
  MappingAvailable , EMappingQueryResult_MAX
}
enum  ENormalizeInputSmoothingType {
  None , Lerp , Interp_To , Interp_Constant_To ,
  Interp_Circular_In , Interp_Circular_Out , Interp_Circular_In_Out , Interp_Ease_In ,
  Interp_Ease_Out , Interp_Ease_In_Out , Interp_Expo_In , Interp_Expo_Out ,
  Interp_Expo_In_Out , Interp_Sin_In , Interp_Sin_Out , Interp_Sin_In_Out ,
  ENormalizeInputSmoothingType_MAX
}
enum  EPlayerMappableKeySettingBehaviors { InheritSettingsFromAction , OverrideSettings , IgnoreSettings , EPlayerMappableKeySettingBehaviors_MAX }
enum  EPlayerMappableKeySlot {
  First , Second , Third , Fourth ,
  Fifth , Sixth , Seventh , Unspecified ,
  Max , EPlayerMappableKeySlot_MAX
}
enum  ETriggerEvent {
  None , Triggered , Started , Ongoing ,
  Canceled , Completed , ETriggerEvent_MAX
}
enum  ETriggerEventsSupported {
  None , Instant , Uninterruptible , Ongoing ,
  All , ETriggerEventsSupported_MAX
}
enum  ETriggerState { None , Ongoing , Triggered , ETriggerState_MAX }
enum  ETriggerType { Explicit , Implicit , Blocker , ETriggerType_MAX }

Detailed Description

Enumeration Type Documentation

◆ EDeadZoneType

Enumerator
Axial 
Radial 
EDeadZoneType_MAX 

◆ EFOVScalingType

Enumerator
Standard 
UE4_BackCompat 
EFOVScalingType_MAX 

◆ EInputActionAccumulationBehavior

Enumerator
TakeHighestAbsoluteValue 
Cumulative 
EInputActionAccumulationBehavior_MAX 

◆ EInputActionValueType

Enumerator
Boolean 
Axis1D 
Axis2D 
Axis3D 
EInputActionValueType_MAX 

◆ EInputAxisSwizzle

Enumerator
YXZ 
ZYX 
XZY 
YZX 
ZXY 
EInputAxisSwizzle_MAX 

◆ EInputMappingRebuildType

Enumerator
None 
Rebuild 
RebuildWithFlush 
EInputMappingRebuildType_MAX 

◆ EMappingQueryIssue

Enumerator
NoIssue 
ReservedByAction 
HidesExistingMapping 
HiddenByExistingMapping 
CollisionWithMappingInSameContext 
ForcesTypePromotion 
ForcesTypeDemotion 
EMappingQueryIssue_MAX 

◆ EMappingQueryResult

Enumerator
Error_EnhancedInputNotEnabled 
Error_InputContextNotInActiveContexts 
Error_InvalidAction 
NotMappable 
MappingAvailable 
EMappingQueryResult_MAX 

◆ ENormalizeInputSmoothingType

Enumerator
None 
Lerp 
Interp_To 
Interp_Constant_To 
Interp_Circular_In 
Interp_Circular_Out 
Interp_Circular_In_Out 
Interp_Ease_In 
Interp_Ease_Out 
Interp_Ease_In_Out 
Interp_Expo_In 
Interp_Expo_Out 
Interp_Expo_In_Out 
Interp_Sin_In 
Interp_Sin_Out 
Interp_Sin_In_Out 
ENormalizeInputSmoothingType_MAX 

◆ EPlayerMappableKeySettingBehaviors

Enumerator
InheritSettingsFromAction 
OverrideSettings 
IgnoreSettings 
EPlayerMappableKeySettingBehaviors_MAX 

◆ EPlayerMappableKeySlot

Enumerator
First 
Second 
Third 
Fourth 
Fifth 
Sixth 
Seventh 
Unspecified 
Max 
EPlayerMappableKeySlot_MAX 

◆ ETriggerEvent

Enumerator
None 
Triggered 
Started 
Ongoing 
Canceled 
Completed 
ETriggerEvent_MAX 

◆ ETriggerEventsSupported

Enumerator
None 
Instant 
Uninterruptible 
Ongoing 
All 
ETriggerEventsSupported_MAX 

◆ ETriggerState

Enumerator
None 
Ongoing 
Triggered 
ETriggerState_MAX 

◆ ETriggerType

Enumerator
Explicit 
Implicit 
Blocker 
ETriggerType_MAX