unreal.InputActionKeyMapping

class unreal.InputActionKeyMapping(action_name='None', shift=False, ctrl=False, alt=False, cmd=False, key=[])

Bases: unreal.StructBase

Defines a mapping between an action and key https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html:

C++ Source:

  • Module: Engine
  • File: PlayerInput.h

Editor Properties: (see get_editor_property/set_editor_property)

  • action_name (Name): [Read-Write] Friendly name of action, e.g “jump”
  • alt (bool): [Read-Write] true if one of the Alt keys must be down when the KeyEvent is received to be acknowledged
  • cmd (bool): [Read-Write] true if one of the Cmd keys must be down when the KeyEvent is received to be acknowledged
  • ctrl (bool): [Read-Write] true if one of the Ctrl keys must be down when the KeyEvent is received to be acknowledged
  • key (Key): [Read-Write] Key to bind it to.
  • shift (bool): [Read-Write] true if one of the Shift keys must be down when the KeyEvent is received to be acknowledged
action_name

(Name) – [Read-Write] Friendly name of action, e.g “jump”

alt

(bool) – [Read-Write] true if one of the Alt keys must be down when the KeyEvent is received to be acknowledged

cmd

(bool) – [Read-Write] true if one of the Cmd keys must be down when the KeyEvent is received to be acknowledged

ctrl

(bool) – [Read-Write] true if one of the Ctrl keys must be down when the KeyEvent is received to be acknowledged

key

(Key) – [Read-Write] Key to bind it to.

shift

(bool) – [Read-Write] true if one of the Shift keys must be down when the KeyEvent is received to be acknowledged