Class InputComponent
Implement an Actor component for input bindings.
Inheritance
System.Object
InputComponent
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
public class InputComponent : ActorComponent
Properties
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Get UE4 Default Object for this Class
Declaration
public static InputComponent DefaultObject { get; }
Property Value
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Declaration
public static Class StaticClass { get; }
Property Value
Methods
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Declaration
public void BindAction(Name ActionName, EInputEvent InputEvent, ActionDelegate Handler)
Parameters
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Declaration
public void BindAxis(Name AxisName, AxisDelegate Handler)
Parameters
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Returns the analog value for the given key/button. If analog isn't supported, returns 1 for down and 0 for up.
Declaration
public float GetControllerAnalogKeyState(Key Key)
Parameters
Type |
Name |
Description |
Key |
Key |
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Returns
Type |
Description |
System.Single |
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Retrieves the X and Y displacement of the given analog stick. For WhickStick, 0 = left, 1 = right.
Declaration
public (float, float) GetControllerAnalogStickState(byte WhichStick)
Parameters
Type |
Name |
Description |
System.Byte |
WhichStick |
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Returns
Type |
Description |
System.ValueTuple<System.Single, System.Single> |
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Returns how long the given key/button has been down. Returns 0 if it's up or it just went down this frame.
Declaration
public float GetControllerKeyTimeDown(Key Key)
Parameters
Type |
Name |
Description |
Key |
Key |
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Returns
Type |
Description |
System.Single |
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Retrieves how far the mouse moved this frame.
Declaration
public (float, float) GetControllerMouseDelta()
Returns
Type |
Description |
System.ValueTuple<System.Single, System.Single> |
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Returns the vector value for the given key/button.
Declaration
public Vector GetControllerVectorKeyState(Key Key)
Parameters
Type |
Name |
Description |
Key |
Key |
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Returns
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Returns the location of a touch, and if it's held down
Declaration
public (float, float, bool) GetTouchState(int FingerIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
FingerIndex |
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Returns
Type |
Description |
System.ValueTuple<System.Single, System.Single, System.Boolean> |
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Returns true if the given key/button is pressed on the input of the controller (if present)
Declaration
public bool IsControllerKeyDown(Key Key)
Parameters
Type |
Name |
Description |
Key |
Key |
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Returns
Type |
Description |
System.Boolean |
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Spawn an object of this class
Declaration
public static InputComponent New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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Returns true if the given key/button was up last frame and down this frame.
Declaration
public bool WasControllerKeyJustPressed(Key Key)
Parameters
Type |
Name |
Description |
Key |
Key |
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Returns
Type |
Description |
System.Boolean |
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Returns true if the given key/button was down last frame and up this frame.
Declaration
public bool WasControllerKeyJustReleased(Key Key)
Parameters
Type |
Name |
Description |
Key |
Key |
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Returns
Type |
Description |
System.Boolean |
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Operators
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Convert from IntPtr to UObject
Declaration
public static implicit operator InputComponent(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns