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UKismetInputLibrary::Key_IsMouseButton

function Engine Blueprint Since unknown
#include "Kismet/KismetInputLibrary.h"
Access: public Specifiers: staticBlueprintPure

Description

Returns true if the key is a mouse button.

Caveats & Gotchas

  • The mouse wheel and mouse move axes are separate FKey values (e.g. MouseWheelAxis, Mouse2D) that this returns false for — it only covers physical mouse buttons.
  • This is a static classification of the FKey itself, not a press-state query — use PointerEvent_IsMouseButtonDown or an input binding to check whether the button is currently held.

Signature

static bool Key_IsMouseButton(const FKey& Key);

Parameters

Name Type Description Default
Key const FKey& The key to test.

Return Type

bool

Example

Ignore mouse buttons in a gamepad-only rebinding flow C++
if (!UKismetInputLibrary::Key_IsMouseButton(PressedKey))
{
    ProcessNonMouseInput(PressedKey);
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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