UE3:Input (UDK)

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

Input Object that maps key events to key bindings

Properties

AxisArray

Type: array<pointer{FLOAT}>

Modifiers: native, const, init


Bindings

Type: array<KeyBind>

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

Type: array<name>

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

exec function SetBind (name BindName, string Command)


Native functions

GetBind

native function string GetBind (name Key)


ResetInput

native function ResetInput ()

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