50 results for "input"
The input component used with the Enhanced Input system.
A local player subsystem that manages which UInputMappingContexts are active for a player.
A data asset representing a single logical input action (e.
A data asset that maps UInputAction assets to physical keys, buttons, or axes.
Blueprint function library exposing input-related helpers: key/chord comparisons, key classification (modifier, gamepad, mouse, axis), motion-tracking calibration, and input/pointer event queries.
Returns the localized, human-readable display name for an input chord, such as "Ctrl+Shift+S".
Returns true if either the left or right Alt key was held down when this input event occurred.
Returns true if either the left or right Command key was held down when this input event occurred.
Returns true if either the left or right Control key was held down when this input event occurred.
Returns true if specifically the left Alt key was held down when this input event occurred.
Returns true if specifically the left Command key was held down when this input event occurred.
Returns true if specifically the left Control key was held down when this input event occurred.
Returns true if specifically the left Shift key was held down when this input event occurred.
Returns whether this input event is an auto-repeated keystroke generated by the OS holding a key down, rather than a fresh key press.
Returns true if specifically the right Alt key was held down when this input event occurred.
Returns true if specifically the right Command key was held down when this input event occurred.
Returns true if specifically the right Control key was held down when this input event occurred.
Returns true if specifically the right Shift key was held down when this input event occurred.
Returns true if either the left or right Shift key was held down when this input event occurred.
Adds a UInputMappingContext to the active set for this player.
Binds a callback to a UInputAction for a specific trigger event.
Recalibrates the device's tilt input, treating its current orientation as the new neutral/zero position.
Removes all active UInputMappingContexts from this player's subsystem at once.
Tests whether two FInputChord values represent the same key combination, including modifier state.
Tests whether two FKey values represent the same key.
Returns the analog value carried by an analog input event, such as a gamepad trigger pull or thumbstick axis.
Returns the FKey associated with a keyboard input event, such as the key pressed in an OnKeyDown handler.
Returns a snapshot of the current modifier-key state (Shift, Ctrl, Alt, Command) for the application, independent of any specific input event.
Returns the index of the local user (controller/player) that generated this key event, for local multiplayer or split-screen input routing.
Returns the localized, human-readable display name of a key, suitable for showing key bindings in UI.
Returns the UI navigation action (Accept, Back, or Invalid) mapped to this key by Slate's navigation config.
Returns the UI navigation action (Accept, Back, or Invalid) corresponding to the key in this key event, or Invalid if no mapping exists.
Returns the directional UI navigation value corresponding to an analog input event, such as a gamepad stick pushed past the navigation threshold.
Returns the directional UI navigation value (Up, Down, Left, Right, Next, Previous, or Invalid) corresponding to the key in this key event.
Returns true if the key is an analog axis, reporting a continuous value rather than a simple pressed/released state.
Returns true if the key is a 1D (float) axis, such as a gamepad trigger or a single thumbstick direction.
Returns true if the key is a 2D (vector) axis, such as mouse movement or a touchpad's XY position.
Returns true if the key is a 3D (vector) axis, such as device tilt/motion input.
Returns true if the key is a 1D axis that emulates a digital button press (i.
Returns true if the key is a digital button press, reporting only a pressed/released state rather than a continuous value.
Returns true if the key is a gamepad button, trigger, or stick axis.
Returns true if the key is a keyboard button.
Returns true if the key is a modifier key: Ctrl, Command, Alt, or Shift.
Returns true if the key is a mouse button.
Returns true if this is a valid, recognized key.
Returns true if either the left or right Alt key was held down when the modifier-key state snapshot was captured.
Returns true if either the left or right Command key was held down when the modifier-key state snapshot was captured.
Returns true if either the left or right Control key was held down when the modifier-key state snapshot was captured.
Returns true if either Shift key was held down at the moment the given modifier-keys snapshot was captured.
Returns how far the mouse cursor moved since the last pointer event was handled — the standard source for camera look and drag deltas.