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UE3:Input (UDK)

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UDK Object >> UIRoot >> Interaction >> Input
Package: 
Engine
Direct subclasses:
EditorViewportInput, PlayerInput
This class in other games:
UT3

Input Object that maps key events to key bindings

Properties[edit]

AxisArray[edit]

Type: array<pointer{FLOAT}>

Modifiers: native, const, init


Bindings[edit]

Type: array<KeyBind>

Modifiers: config


CurrentDelta[edit]

Type: float

Modifiers: const


CurrentDeltaTime[edit]

Type: float

Modifiers: const


CurrentEvent[edit]

Type: Object.EInputEvent

Modifiers: const


NameToPtr[edit]

Type: Map{FName,void*}

Modifiers: native, const


PressedKeys[edit]

Type: array<name>

Modifiers: const

list of keys which this interaction handled a pressed event for

Structs[edit]

KeyBind[edit]

Modifiers: native

name Name 
string Command 
bool Control 
bool Shift 
bool Alt 
bool bIgnoreCtrl 
if true, the bind will not be activated if the corresponding key is held down
bool bIgnoreShift 
if true, the bind will not be activated if the corresponding key is held down
bool bIgnoreAlt 
if true, the bind will not be activated if the corresponding key is held down

Functions[edit]

Exec functions[edit]

SetBind[edit]

exec function SetBind (name BindName, string Command)


Native functions[edit]

GetBind[edit]

native function string GetBind (name Key)


ResetInput[edit]

native function ResetInput ()

Resets this input object, flushing all pressed keys and clearing all player 'input' variables.