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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. |
Revision as of 05:24, 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
AxisArray
Modifiers: native, const, init
Bindings
Modifiers: config
CurrentDelta
Type: float
Modifiers: const
CurrentDeltaTime
Type: float
Modifiers: const
CurrentEvent
Type: Object.EInputEvent
Modifiers: const
NameToPtr
Type: Map{FName,void*}
Modifiers: native, const
PressedKeys
Modifiers: const
list of keys which this interaction handled a pressed event for
Structs
KeyBind
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
Exec functions
SetBind
Native functions
GetBind
ResetInput
native function ResetInput ()
Resets this input object, flushing all pressed keys and clearing all player 'input' variables.