unreal.EnhancedPlayerMappableKeyProfile
¶
- class unreal.EnhancedPlayerMappableKeyProfile(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Represents one “Profile” that a user can have for their player mappable keys
C++ Source:
Plugin: EnhancedInput
Module: EnhancedInput
File: EnhancedInputUserSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
display_name
(Text): [Read-Write] The localized display name of this profileowning_user_id
(PlatformUserId): [Read-Only] The platform user id of the owning Local Player of this profile.player_mapped_keys
(Map[Name, KeyMappingRow]): [Read-Write] A map of “Mapping Row Name” to all key mappings associated with it. Note: Dirty mappings will be serialized from UEnhancedInputUserSettings::Serializeprofile_identifier
(GameplayTag): [Read-Write] The ID of this profile. This can be used by each Key Mapping to filter down which profile is required for it be equipped.
- does_mapping_pass_query_options(player_mapping, options) bool ¶
Returns true if the given player key mapping passes the query filter provided.
- Parameters:
player_mapping (PlayerKeyMapping) –
options (PlayerMappableKeyQueryOptions) –
- Return type:
- dump_profile_to_log() None ¶
A helper function to print out all the current profile settings to the log.
- get_mapped_keys_in_row(mapping_name) -> (int32, out_keys=Array[Key])¶
OUT
- get_mapping_names_for_key(key) -> (int32, out_mapping_names=Array[Name])¶
OUT
- get_player_mapping_rows() Map[Name, KeyMappingRow] ¶
Get all known key mappings for this profile.
This returns a map of “Mapping Name” -> Player Mappings to that name
- Return type:
- get_profile_identifer() GameplayTag ¶
Get Profile Identifer
- Return type:
- k2_find_key_mapping(args) PlayerKeyMapping ¶
K2 Find Key Mapping
- Parameters:
args (MapPlayerKeyArgs) –
- Returns:
out_key_mapping (PlayerKeyMapping):
- Return type:
- property owning_user_id: PlatformUserId¶
[Read-Only] The platform user id of the owning Local Player of this profile.
- Type:
- property player_mapped_keys: None¶
[Read-Only] A map of “Mapping Row Name” to all key mappings associated with it. Note: Dirty mappings will be serialized from UEnhancedInputUserSettings::Serialize
- Type:
(Map[Name, KeyMappingRow])
- property profile_identifier: GameplayTag¶
[Read-Only] The ID of this profile. This can be used by each Key Mapping to filter down which profile is required for it be equipped.
- Type:
- query_player_mapped_keys(options) -> (int32, out_keys=Array[Key])¶
OUT
- Parameters:
options (PlayerMappableKeyQueryOptions) –
- Returns:
out_keys (Array[Key]):
- Return type:
- reset_mapping_to_default(mapping_name) None ¶
Resets every player key mapping to this mapping back to it’s default value
- Parameters:
mapping_name (Name) –