APawn::GetOverrideInputComponentClass
#include "GameFramework/Pawn.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallableconst
Description
Returns the InputComponent subclass that should be created for this pawn instead of the project's default, as set by the OverrideInputComponentClass property. Returns null if no override is set.
Caveats & Gotchas
- • This is the accessor for the protected OverrideInputComponentClass UPROPERTY. The class itself is set in the pawn's Blueprint defaults or constructor via OverrideInputComponentClass = MyInputComponentClass::StaticClass().
- • Used primarily to support Enhanced Input — set OverrideInputComponentClass to UEnhancedInputComponent::StaticClass() on your pawn to ensure Enhanced Input bindings are used regardless of the project default.
Signature
TSubclassOf<UInputComponent> GetOverrideInputComponentClass() const; Return Type
TSubclassOf<UInputComponent> Example
Force Enhanced Input component class C++
AMyPawn::AMyPawn()
{
// Ensure this pawn always uses Enhanced Input, regardless of project settings
OverrideInputComponentClass = UEnhancedInputComponent::StaticClass();
}
// Later, verify the override is set correctly:
void AMyPawn::BeginPlay()
{
Super::BeginPlay();
UE_LOG(LogTemp, Log, TEXT("Input component class: %s"),
*GetOverrideInputComponentClass()->GetName());
} See Also
Tags
Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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