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Difference between revisions of "UE3:Input (UDK)"
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{{code|native function '''ResetInput''' ()}} | {{code|native function '''ResetInput''' ()}} | ||
− | + | Resets this input object, flushing all pressed keys and clearing all player 'input' variables. |
Latest revision as of 06:40, 17 January 2010
Object >> UIRoot >> Interaction >> Input |
- Package:
- Engine
- Direct subclasses:
- EditorViewportInput, PlayerInput
- This class in other games:
- UT3
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Input Object that maps key events to key bindings
Properties[edit]
AxisArray[edit]
Modifiers: native, const, init
Bindings[edit]
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]
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]
Native functions[edit]
GetBind[edit]
ResetInput[edit]
native function ResetInput ()
Resets this input object, flushing all pressed keys and clearing all player 'input' variables.