AActor::GetInputVectorAxisValue
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Returns the current value of a vector-type input axis key as an FVector. Designed for 2D analog inputs such as a thumbstick, where X and Y components represent the two axes.
Caveats & Gotchas
- • Only meaningful for keys explicitly defined as vector axes in the engine's key definitions. Passing a scalar axis key returns a vector with only the X component populated and Y/Z as zero.
- • Input must be enabled on this actor via EnableInput() or the result is always FVector::ZeroVector. This is not compatible with Enhanced Input.
Signature
ENGINE_API FVector GetInputVectorAxisValue(const FKey InputAxisKey) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InputAxisKey | const FKey | The vector axis key to query (e.g. EKeys::Gamepad_LeftStick_2D for a combined 2D stick axis). | — |
Return Type
FVector Example
Read 2D thumbstick as a vector C++
FVector StickValue = GetInputVectorAxisValue(EKeys::Gamepad_LeftStick_2D);
FVector2D Stick2D(StickValue.X, StickValue.Y);
if (Stick2D.SizeSquared() > DeadZone * DeadZone)
{
MoveCharacter(Stick2D);
} Tags
Version History
Introduced in: 4.7
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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