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AActor::GetInputAxisKeyValue

function Engine Blueprint Since 4.7
#include "GameFramework/Actor.h"
Access: public Specifiers: UFUNCTIONBlueprintCallable

Description

Returns the current float value of a specific input key axis, bypassing axis name mappings and querying the raw key state directly.

Caveats & Gotchas

  • Like GetInputAxisValue, this returns 0.0 if input has not been enabled on this actor via EnableInput(). The key must also be an axis key — passing a digital button key returns 0.0 or 1.0, not a continuous range.
  • Querying by FKey makes your code hardware-specific. Prefer GetInputAxisValue() with named mappings for remappable controls; use this only when you need to read a specific physical axis unconditionally.

Signature

ENGINE_API float GetInputAxisKeyValue(const FKey InputAxisKey) const;

Parameters

Name Type Description Default
InputAxisKey const FKey The specific hardware key or axis to query (e.g. EKeys::Gamepad_LeftX).

Return Type

float

Example

Read raw left-stick X axis from gamepad C++
float StickX = GetInputAxisKeyValue(EKeys::Gamepad_LeftX);
if (FMath::Abs(StickX) > 0.1f) // dead zone
{
    AddActorWorldOffset(GetActorRightVector() * StickX * Speed * DeltaTime);
}

Version History

Introduced in: 4.7

Version Status Notes
5.6 stable

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