G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FModifyContextOptions Struct Reference

Passed in as params for Adding/Remove input contexts. More...

Public Member Functions

Functions
bool GetbIgnoreAllPressedKeysUntilRelease () const
 If true, then any keys that are "down" or "pressed" during the rebuild of control mappings will not be processed by Enhanced Input until after they are "released".
void SetbIgnoreAllPressedKeysUntilRelease (bool Value)
 If true, then any keys that are "down" or "pressed" during the rebuild of control mappings will not be processed by Enhanced Input until after they are "released".
bool GetbForceImmediately () const
 The 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.
void SetbForceImmediately (bool Value)
 The 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.
bool GetbNotifyUserSettings () const
 If true, then this Mapping Context will be registered or unregistered with the Enhanced Input User Settings on this subsystem, if they exist.
void SetbNotifyUserSettings (bool Value)
 If true, then this Mapping Context will be registered or unregistered with the Enhanced Input User Settings on this subsystem, if they exist.
FModifyContextOptions & opAssign (FModifyContextOptions Other)

Public Attributes

Variables
bool bForceImmediately
bool bNotifyUserSettings
bool bIgnoreAllPressedKeysUntilRelease

Detailed Description

Passed in as params for Adding/Remove input contexts.

Member Function Documentation

◆ GetbForceImmediately()

bool GetbForceImmediately ( ) const

The 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.

This is not recommended to be set to true if you are adding multiple mapping contexts as it will have poor performance.

Default: False

◆ GetbIgnoreAllPressedKeysUntilRelease()

bool GetbIgnoreAllPressedKeysUntilRelease ( ) const

If true, then any keys that are "down" or "pressed" during the rebuild of control mappings will not be processed by Enhanced Input until after they are "released".

For example, if you are adding a mapping context with a key mapping to "X", and the player is holding down "X" while that IMC is added, there will not be a "Triggered" event until the player releases "X" and presses it again.

If this is set to false for the above example, then the "Triggered" would fire immediately as soon as the IMC is finished being added.

Default: True

Note: This will only do something for keys bound to boolean Input Action types. Note: This includes all keys that the player has pressed, not just the keys that are previously mapped in Enhanced Input before the call to RebuildControlMappings.

◆ GetbNotifyUserSettings()

bool GetbNotifyUserSettings ( ) const

If true, then this Mapping Context will be registered or unregistered with the Enhanced Input User Settings on this subsystem, if they exist.

Default: False

Note: You need to enable and configure your UEnhancedInputUserSettings class in the project settings for this to do anything.

◆ opAssign()

◆ SetbForceImmediately()

void SetbForceImmediately ( bool Value)

The 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.

This is not recommended to be set to true if you are adding multiple mapping contexts as it will have poor performance.

Default: False

◆ SetbIgnoreAllPressedKeysUntilRelease()

void SetbIgnoreAllPressedKeysUntilRelease ( bool Value)

If true, then any keys that are "down" or "pressed" during the rebuild of control mappings will not be processed by Enhanced Input until after they are "released".

For example, if you are adding a mapping context with a key mapping to "X", and the player is holding down "X" while that IMC is added, there will not be a "Triggered" event until the player releases "X" and presses it again.

If this is set to false for the above example, then the "Triggered" would fire immediately as soon as the IMC is finished being added.

Default: True

Note: This will only do something for keys bound to boolean Input Action types. Note: This includes all keys that the player has pressed, not just the keys that are previously mapped in Enhanced Input before the call to RebuildControlMappings.

◆ SetbNotifyUserSettings()

void SetbNotifyUserSettings ( bool Value)

If true, then this Mapping Context will be registered or unregistered with the Enhanced Input User Settings on this subsystem, if they exist.

Default: False

Note: You need to enable and configure your UEnhancedInputUserSettings class in the project settings for this to do anything.

Member Data Documentation

◆ bForceImmediately

bool bForceImmediately

◆ bIgnoreAllPressedKeysUntilRelease

bool bIgnoreAllPressedKeysUntilRelease

◆ bNotifyUserSettings

bool bNotifyUserSettings