UKismetInputLibrary::InputEvent_IsCommandDown
#include "Kismet/KismetInputLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
Returns true if either the left or right Command key was held down when this input event occurred. On Windows this corresponds to the Windows key.
Caveats & Gotchas
- • On Windows, the OS frequently intercepts the Windows key for system shortcuts before it reaches the game, so relying on this cross-platform for a primary binding is unreliable.
- • Reflects modifier state at the moment the event fired, not a live poll of current key state.
Signature
static bool InputEvent_IsCommandDown(const FInputEvent& Input); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Input | const FInputEvent& | The input event to test. | — |
Return Type
bool Example
Mac-style shortcut modifier C++
FReply UMyWidget::NativeOnKeyDown(const FGeometry& InGeometry, const FKeyEvent& InKeyEvent)
{
if (UKismetInputLibrary::InputEvent_IsCommandDown(InKeyEvent) && InKeyEvent.GetKey() == EKeys::S)
{
SaveDocument();
return FReply::Handled();
}
return FReply::Unhandled();
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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