unreal.CommonInputMetadata

class unreal.CommonInputMetadata(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Metadata CommonUI will try to acquire from Enhanced Input Mapping Contexts (IMC)

You can Inherit from this class if you have any info that may need to be parsed per platform by CommonUI. IMC’s can be specified per platform, so each platform may have different Common Input Metadata

Note: We intentionally do not define any context-independant metadata. Even though some metadata should be context-independant (Like NavBarPriority below). Locking it that info to a seperate metadata type prevents any chance of future overriding. Instead, we prefer info for all metadata to be set across all instances.

C++ Source:

  • Plugin: CommonUI

  • Module: CommonUI

  • File: CommonUITypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • is_generic_input_action (bool): [Read-Write] Generic actions like accept or face button top will be subscribed to by multiple UI elements. These actions will not broadcast enhanced input action delegates such as “Triggered, Ongoing, Canceled, or Completed.” Since those delegates would be fired by multiple UI elements.

    Non-generic input actions will fire Enhanced Input events. However they will not fire CommonUI action bindings (Since those can be manually fired in BP).

  • nav_bar_priority (int32): [Read-Write] Priority in nav-bar

property is_generic_input_action: bool

[Read-Only] Generic actions like accept or face button top will be subscribed to by multiple UI elements. These actions will not broadcast enhanced input action delegates such as “Triggered, Ongoing, Canceled, or Completed.” Since those delegates would be fired by multiple UI elements.

Non-generic input actions will fire Enhanced Input events. However they will not fire CommonUI action bindings (Since those can be manually fired in BP).

Type:

(bool)

property nav_bar_priority: int

[Read-Only] Priority in nav-bar

Type:

(int32)