UKismetInputLibrary::Key_IsMouseButton
#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);
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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