G1R AngelScript
Scripting reference for the Gothic 1 Remake
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EnhancedInput Namespace Reference

Functions

Input
FPlayerMappableKeySlot & GetSecondPlayerMappableKeySlot ()
void BreakInputActionValue (FInputActionValue InActionValue, float &X, float &Y, float &Z, EInputActionValueType &Type)
 Breaks an ActionValue into X, Y, Z. Axes not supported by value type will be 0.
FPlayerMappableKeySlot & GetFirstPlayerMappableKeySlot ()
FPlayerMappableKeySlot & GetFourthPlayerMappableKeySlot ()
FName GetMappingName (FEnhancedActionKeyMapping ActionKeyMapping)
 Returns the name of the mapping based on setting behavior used. If no name is found in the Mappable Key Settings it will return the name set in Player Mappable Options if bIsPlayerMappable is true.
UPlayerMappableKeySettings GetPlayerMappableKeySettings (FEnhancedActionKeyMapping ActionKeyMapping)
 Returns the Player Mappable Key Settings owned by the Action Key Mapping or by the referenced Input Action, or nothing based of the Setting Behavior.
FPlayerMappableKeySlot & GetThirdPlayerMappableKeySlot ()
bool IsActionKeyMappingPlayerMappable (FEnhancedActionKeyMapping ActionKeyMapping)
 Returns true if this Action Key Mapping either holds a Player Mappable Key Settings or is set bIsPlayerMappable.
FInputActionValue MakeInputActionValue (float X, float Y, float Z, FInputActionValue MatchValueType)
FInputActionValue MakeInputActionValueOfType (float X, float Y, float Z, EInputActionValueType ValueType)
 Builds an ActionValue from X, Y, Z. Inherits type from an existing ActionValue. Ignores axis values unused by the provided value type. Note: Intended for use in Input Modifier Modify Raw overloads to modify an existing Input Action Value.
void RequestRebuildControlMappingsUsingContext (const UInputMappingContext Context, bool bForceImmediately=false)
 Flag all enhanced input subsystems making use of the mapping context for reapplication of all control mappings at the end of this frame.
Utilities|String
FString Conv_InputActionValueToString (FInputActionValue ActionValue)
 Converts a FInputActionValue to a string.

Variables

Variables
const FPlayerMappableKeySlot & FourthPlayerMappableKeySlot
const FPlayerMappableKeySlot & SecondPlayerMappableKeySlot
const FPlayerMappableKeySlot & ThirdPlayerMappableKeySlot
const FPlayerMappableKeySlot & FirstPlayerMappableKeySlot

Function Documentation

◆ BreakInputActionValue()

void BreakInputActionValue ( FInputActionValue InActionValue,
float & X,
float & Y,
float & Z,
EInputActionValueType & Type )

Breaks an ActionValue into X, Y, Z. Axes not supported by value type will be 0.

◆ Conv_InputActionValueToString()

FString Conv_InputActionValueToString ( FInputActionValue ActionValue)

Converts a FInputActionValue to a string.

◆ GetFirstPlayerMappableKeySlot()

FPlayerMappableKeySlot & GetFirstPlayerMappableKeySlot ( )

◆ GetFourthPlayerMappableKeySlot()

FPlayerMappableKeySlot & GetFourthPlayerMappableKeySlot ( )

◆ GetMappingName()

FName GetMappingName ( FEnhancedActionKeyMapping ActionKeyMapping)

Returns the name of the mapping based on setting behavior used. If no name is found in the Mappable Key Settings it will return the name set in Player Mappable Options if bIsPlayerMappable is true.

◆ GetPlayerMappableKeySettings()

UPlayerMappableKeySettings GetPlayerMappableKeySettings ( FEnhancedActionKeyMapping ActionKeyMapping)

Returns the Player Mappable Key Settings owned by the Action Key Mapping or by the referenced Input Action, or nothing based of the Setting Behavior.

◆ GetSecondPlayerMappableKeySlot()

FPlayerMappableKeySlot & GetSecondPlayerMappableKeySlot ( )

◆ GetThirdPlayerMappableKeySlot()

FPlayerMappableKeySlot & GetThirdPlayerMappableKeySlot ( )

◆ IsActionKeyMappingPlayerMappable()

bool IsActionKeyMappingPlayerMappable ( FEnhancedActionKeyMapping ActionKeyMapping)

Returns true if this Action Key Mapping either holds a Player Mappable Key Settings or is set bIsPlayerMappable.

◆ MakeInputActionValue()

FInputActionValue MakeInputActionValue ( float X,
float Y,
float Z,
FInputActionValue MatchValueType )

◆ MakeInputActionValueOfType()

FInputActionValue MakeInputActionValueOfType ( float X,
float Y,
float Z,
EInputActionValueType ValueType )

Builds an ActionValue from X, Y, Z. Inherits type from an existing ActionValue. Ignores axis values unused by the provided value type. Note: Intended for use in Input Modifier Modify Raw overloads to modify an existing Input Action Value.

◆ RequestRebuildControlMappingsUsingContext()

void RequestRebuildControlMappingsUsingContext ( const UInputMappingContext Context,
bool bForceImmediately = false )

Flag all enhanced input subsystems making use of the mapping context for reapplication of all control mappings at the end of this frame.

Parameters
ContextMappings will be rebuilt for all subsystems utilizing this context.
bForceImmediatelyThe mapping changes will be applied synchronously, rather than at the end of the frame, making them available to the input system on the same frame.

Variable Documentation

◆ FirstPlayerMappableKeySlot

const FPlayerMappableKeySlot& FirstPlayerMappableKeySlot

◆ FourthPlayerMappableKeySlot

const FPlayerMappableKeySlot& FourthPlayerMappableKeySlot

◆ SecondPlayerMappableKeySlot

const FPlayerMappableKeySlot& SecondPlayerMappableKeySlot

◆ ThirdPlayerMappableKeySlot

const FPlayerMappableKeySlot& ThirdPlayerMappableKeySlot