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50 results for "input"

class
UEnhancedInputComponent EnhancedInput

The input component used with the Enhanced Input system.

class
UEnhancedInputLocalPlayerSubsystem EnhancedInput

A local player subsystem that manages which UInputMappingContexts are active for a player.

class
UInputAction EnhancedInput

A data asset representing a single logical input action (e.

class
UInputMappingContext EnhancedInput

A data asset that maps UInputAction assets to physical keys, buttons, or axes.

function
UEnhancedInputLocalPlayerSubsystem::AddMappingContext EnhancedInput

Adds a UInputMappingContext to the active set for this player.

function
UEnhancedInputComponent::BindAction EnhancedInput

Binds a callback to a UInputAction for a specific trigger event.

function
UEnhancedInputLocalPlayerSubsystem::ClearAllMappings EnhancedInput

Removes all active UInputMappingContexts from this player's subsystem at once.

function
UEnhancedInputLocalPlayerSubsystem::RemoveMappingContext EnhancedInput

Removes a UInputMappingContext from the active set.

property
AActor::InputComponent Engine

The UInputComponent that handles input bindings for this actor when input is enabled.

function
APawn::InputEnabled Engine

Returns whether input processing is currently enabled on this pawn.

property
AActor::InputPriority Engine

The priority of this actor's input component in the player controller's input stack.

function
UAbilitySystemComponent::AbilitySpecInputPressed GameplayAbilities

Notifies the ASC that the input bound to a specific ability spec was pressed.

function
UAbilitySystemComponent::AbilitySpecInputReleased GameplayAbilities

Notifies the ASC that the input bound to a specific ability spec was released.

function
APawn::AddControllerPitchInput Engine

Adds pitch rotation to the owning PlayerController's ControlRotation.

function
APawn::AddControllerRollInput Engine

Adds roll rotation to the owning PlayerController's ControlRotation.

function
APawn::AddControllerYawInput Engine

Adds yaw rotation to the owning PlayerController's ControlRotation, used to turn the camera or pawn left and right.

function
APawn::AddMovementInput Engine

Accumulates a world-space movement direction into the pawn's input vector.

property
AActor::AutoReceiveInput Engine

Specifies which player's input this actor will automatically receive when the game starts, without requiring explicit EnableInput() calls.

function
ACharacter::CheckJumpInput Engine

Called each frame by CharacterMovementComponent to process jump input.

function
ACharacter::ClearJumpInput Engine

Called each frame after CheckJumpInput to update JumpKeyHoldTime and clear bPressedJump once the hold window expires.

function
APawn::ConsumeMovementInputVector Engine

Returns the accumulated pending movement input and resets it to zero, copying it to the last input vector.

function
AActor::CreateInputComponent Engine

Creates the actor's InputComponent using the provided class.

function
AActor::DisableInput Engine

Removes this actor from the input stack of the specified PlayerController, stopping it from receiving input events.

function
APawn::DisableInput Engine

Prevents this pawn from processing player input.

function
AActor::EnableInput Engine

Pushes this actor onto the input stack of the given PlayerController so it can receive and respond to input events.

function
APawn::EnableInput Engine

Re-enables input processing for this pawn after it was disabled.

function
ACharacter::FillAsyncInput Engine

Populates an FCharacterAsyncInput struct with the character's current state for handoff to the async Character Movement simulation.

function
AActor::GetInputAxisKeyValue Engine

Returns the current float value of a specific input key axis, bypassing axis name mappings and querying the raw key state directly.

function
AActor::GetInputAxisValue Engine

Returns the current float value of a named input axis, provided this actor has input enabled.

function
AActor::GetInputVectorAxisValue Engine

Returns the current value of a vector-type input axis key as an FVector.

function
APawn::GetLastMovementInputVector Engine

Returns the movement input vector from the most recently completed movement update.

function
UAnimInstance::GetLinkedInputPoseNode Engine

Retrieves a linked input pose node by its node ID and optional link index.

function
APawn::GetOverrideInputComponentClass Engine

Returns the InputComponent subclass that should be created for this pawn instead of the project's default, as set by the OverrideInputComponentClass property.

function
APawn::GetPendingMovementInputVector Engine

Returns the accumulated movement input vector that has not yet been consumed by a movement update.

function
APawn::Internal_AddMovementInput Engine

Low-level function that directly accumulates into the internal ControlInputVector, bypassing the public AddMovementInput virtual dispatch.

function
APawn::Internal_ConsumeMovementInputVector Engine

Copies ControlInputVector to LastControlInputVector, then returns and zeroes out ControlInputVector.

function
APawn::Internal_GetLastMovementInputVector Engine

Returns the LastControlInputVector — the input value that was active at the point of the last ConsumeMovementInputVector call.

function
APawn::Internal_GetPendingMovementInputVector Engine

Returns the raw ControlInputVector without consuming it.

function
APawn::IsMoveInputIgnored Engine

Returns true if movement input is currently being ignored by this pawn.

function
AActor::NotifyActorOnInputTouchBegin Engine

Called when this actor is touched by a finger when click events are enabled in the PlayerController.

function
AActor::NotifyActorOnInputTouchEnd Engine

Called when a finger is lifted off this actor when click events are enabled in the PlayerController.

function
AActor::NotifyActorOnInputTouchEnter Engine

Called when a touch finger moves onto this actor while touch-events are enabled, analogous to NotifyActorBeginCursorOver but for touchscreen input.

function
AActor::NotifyActorOnInputTouchLeave Engine

Called when a touch finger moves off this actor while touch-events are enabled.

property
AActor::OnInputTouchBegin Engine

Delegate fired when a touch input begins over this actor while touch events are enabled in the player controller.

property
AActor::OnInputTouchEnd Engine

Delegate fired when a touch input that began over this actor is released, while touch events are enabled in the player controller.

property
AActor::OnInputTouchEnter Engine

Delegate fired when a finger moves onto this actor's touch area while a touch is already active and touch over events are enabled in the player controller.

property
AActor::OnInputTouchLeave Engine

Delegate fired when a moving finger leaves this actor's touch area while a touch is active and touch over events are enabled in the player controller.

function
AActor::ReceiveActorOnInputTouchBegin Engine

Blueprint implementable event called when a touch input begins on this actor.

function
AActor::ReceiveActorOnInputTouchEnd Engine

Blueprint implementable event called when a touch input ends over this actor.

function
AActor::ReceiveActorOnInputTouchEnter Engine

Blueprint implementable event called when an active touch point moves onto this actor's area.