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45 results for "input" in function

function
UKismetInputLibrary::InputChord_GetDisplayName Engine

Returns the localized, human-readable display name for an input chord, such as "Ctrl+Shift+S".

function
UKismetInputLibrary::InputEvent_IsAltDown Engine

Returns true if either the left or right Alt key was held down when this input event occurred.

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UKismetInputLibrary::InputEvent_IsCommandDown Engine

Returns true if either the left or right Command key was held down when this input event occurred.

function
UKismetInputLibrary::InputEvent_IsControlDown Engine

Returns true if either the left or right Control key was held down when this input event occurred.

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UKismetInputLibrary::InputEvent_IsLeftAltDown Engine

Returns true if specifically the left Alt key was held down when this input event occurred.

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UKismetInputLibrary::InputEvent_IsLeftCommandDown Engine

Returns true if specifically the left Command key was held down when this input event occurred.

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UKismetInputLibrary::InputEvent_IsLeftControlDown Engine

Returns true if specifically the left Control key was held down when this input event occurred.

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UKismetInputLibrary::InputEvent_IsLeftShiftDown Engine

Returns true if specifically the left Shift key was held down when this input event occurred.

function
UKismetInputLibrary::InputEvent_IsRepeat Engine

Returns whether this input event is an auto-repeated keystroke generated by the OS holding a key down, rather than a fresh key press.

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UKismetInputLibrary::InputEvent_IsRightAltDown Engine

Returns true if specifically the right Alt key was held down when this input event occurred.

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UKismetInputLibrary::InputEvent_IsRightCommandDown Engine

Returns true if specifically the right Command key was held down when this input event occurred.

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UKismetInputLibrary::InputEvent_IsRightControlDown Engine

Returns true if specifically the right Control key was held down when this input event occurred.

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UKismetInputLibrary::InputEvent_IsRightShiftDown Engine

Returns true if specifically the right Shift key was held down when this input event occurred.

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UKismetInputLibrary::InputEvent_IsShiftDown Engine

Returns true if either the left or right Shift key was held down when this input event occurred.

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
UKismetInputLibrary::CalibrateTilt Engine

Recalibrates the device's tilt input, treating its current orientation as the new neutral/zero position.

function
UEnhancedInputLocalPlayerSubsystem::ClearAllMappings EnhancedInput

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

function
UKismetInputLibrary::EqualEqual_InputChordInputChord Engine

Tests whether two FInputChord values represent the same key combination, including modifier state.

function
UKismetInputLibrary::EqualEqual_KeyKey Engine

Tests whether two FKey values represent the same key.

function
UKismetInputLibrary::GetAnalogValue Engine

Returns the analog value carried by an analog input event, such as a gamepad trigger pull or thumbstick axis.

function
UKismetInputLibrary::GetKey Engine

Returns the FKey associated with a keyboard input event, such as the key pressed in an OnKeyDown handler.

function
UKismetInputLibrary::GetModifierKeysState Engine

Returns a snapshot of the current modifier-key state (Shift, Ctrl, Alt, Command) for the application, independent of any specific input event.

function
UKismetInputLibrary::GetUserIndex Engine

Returns the index of the local user (controller/player) that generated this key event, for local multiplayer or split-screen input routing.

function
UKismetInputLibrary::Key_GetDisplayName Engine

Returns the localized, human-readable display name of a key, suitable for showing key bindings in UI.

function
UKismetInputLibrary::Key_GetNavigationAction Engine deprecated

Returns the UI navigation action (Accept, Back, or Invalid) mapped to this key by Slate's navigation config.

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UKismetInputLibrary::Key_GetNavigationActionFromKey Engine

Returns the UI navigation action (Accept, Back, or Invalid) corresponding to the key in this key event, or Invalid if no mapping exists.

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UKismetInputLibrary::Key_GetNavigationDirectionFromAnalog Engine

Returns the directional UI navigation value corresponding to an analog input event, such as a gamepad stick pushed past the navigation threshold.

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UKismetInputLibrary::Key_GetNavigationDirectionFromKey Engine

Returns the directional UI navigation value (Up, Down, Left, Right, Next, Previous, or Invalid) corresponding to the key in this key event.

function
UKismetInputLibrary::Key_IsAnalog Engine

Returns true if the key is an analog axis, reporting a continuous value rather than a simple pressed/released state.

function
UKismetInputLibrary::Key_IsAxis1D Engine

Returns true if the key is a 1D (float) axis, such as a gamepad trigger or a single thumbstick direction.

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UKismetInputLibrary::Key_IsAxis2D Engine

Returns true if the key is a 2D (vector) axis, such as mouse movement or a touchpad's XY position.

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UKismetInputLibrary::Key_IsAxis3D Engine

Returns true if the key is a 3D (vector) axis, such as device tilt/motion input.

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UKismetInputLibrary::Key_IsButtonAxis Engine

Returns true if the key is a 1D axis that emulates a digital button press (i.

function
UKismetInputLibrary::Key_IsDigital Engine

Returns true if the key is a digital button press, reporting only a pressed/released state rather than a continuous value.

function
UKismetInputLibrary::Key_IsGamepadKey Engine

Returns true if the key is a gamepad button, trigger, or stick axis.

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UKismetInputLibrary::Key_IsKeyboardKey Engine

Returns true if the key is a keyboard button.

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UKismetInputLibrary::Key_IsModifierKey Engine

Returns true if the key is a modifier key: Ctrl, Command, Alt, or Shift.

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UKismetInputLibrary::Key_IsMouseButton Engine

Returns true if the key is a mouse button.

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UKismetInputLibrary::Key_IsValid Engine

Returns true if this is a valid, recognized key.

function
UKismetInputLibrary::ModifierKeysState_IsAltDown Engine

Returns true if either the left or right Alt key was held down when the modifier-key state snapshot was captured.

function
UKismetInputLibrary::ModifierKeysState_IsCommandDown Engine

Returns true if either the left or right Command key was held down when the modifier-key state snapshot was captured.

function
UKismetInputLibrary::ModifierKeysState_IsControlDown Engine

Returns true if either the left or right Control key was held down when the modifier-key state snapshot was captured.

function
UKismetInputLibrary::ModifierKeysState_IsShiftDown Engine

Returns true if either Shift key was held down at the moment the given modifier-keys snapshot was captured.

function
UKismetInputLibrary::PointerEvent_GetCursorDelta Engine

Returns how far the mouse cursor moved since the last pointer event was handled — the standard source for camera look and drag deltas.