AActor::InputPriority
#include "GameFramework/Actor.h"
Access: public
Specifiers: UPROPERTYEditAnywhere
Description
The priority of this actor's input component in the player controller's input stack. Higher values are processed first. Used in conjunction with bBlockInput to control input consumption order.
Caveats & Gotchas
- • Input priority only matters when multiple actors or components have overlapping input bindings — if bBlockInput is false, all components in the stack receive the input regardless of priority.
- • Priority is relative; there is no globally reserved range — if you set one actor to 10 and another to 0, the 10-priority actor wins, but adding a third actor with priority 100 will preempt both.
- • Changing InputPriority after the input component has been pushed to the stack has no effect until the component is re-pushed — changes are not dynamically reordered.
Signature
UPROPERTY(EditAnywhere, Category=Input)
int32 InputPriority; Example
Give a UI interaction actor higher input priority C++
// In constructor — this actor's input will be processed before default pawns
AutoReceiveInput = EAutoReceiveInput::Player0;
InputPriority = 10;
bBlockInput = true; // Consume input so lower-priority actors don't see it See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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