unreal.InputComponent

class unreal.InputComponent(outer=None, name='None')

Bases: unreal.ActorComponent

Implement an Actor component for input bindings.

An Input Component is a transient component that enables an Actor to bind various forms of input events to delegate functions. Input components are processed from a stack managed by the PlayerController and processed by the PlayerInput. Each binding can consume the input event preventing other components on the input stack from processing the input. https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html:

C++ Source:

  • Module: Engine
  • File: InputComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component
  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.
  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation
  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds
  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset
  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
get_controller_analog_key_state(key) → float

Returns the analog value for the given key/button. If analog isn’t supported, returns 1 for down and 0 for up. deprecated: Use PlayerController.GetInputAnalogKeyState instead.

Parameters:key (Key) –
Returns:
Return type:float
get_controller_analog_stick_state(which_stick) -> (stick_x=float, stick_y=float)

Retrieves the X and Y displacement of the given analog stick. For WhickStick, 0 = left, 1 = right. deprecated: Use PlayerController.GetInputAnalogStickState instead.

Parameters:which_stick (ControllerAnalogStick) –
Returns:stick_x (float):

stick_y (float):

Return type:tuple
get_controller_key_time_down(key) → float

Returns how long the given key/button has been down. Returns 0 if it’s up or it just went down this frame. deprecated: Use PlayerController.GetInputKeyTimeDown instead.

Parameters:key (Key) –
Returns:
Return type:float
get_controller_mouse_delta() -> (delta_x=float, delta_y=float)

Retrieves how far the mouse moved this frame. deprecated: Use PlayerController.GetInputMouseDelta instead.

Returns:delta_x (float):

delta_y (float):

Return type:tuple
get_controller_vector_key_state(key) → Vector

Returns the vector value for the given key/button. deprecated: Use PlayerController.GetInputVectorKeyState instead.

Parameters:key (Key) –
Returns:
Return type:Vector
get_touch_state(finger_index) -> (location_x=float, location_y=float, is_currently_pressed=bool)

Returns the location of a touch, and if it’s held down deprecated: Use PlayerController.GetInputTouchState instead.

Parameters:finger_index (int32) –
Returns:location_x (float):

location_y (float):

is_currently_pressed (bool):

Return type:tuple
is_controller_key_down(key) → bool

Returns true if the given key/button is pressed on the input of the controller (if present) deprecated: Use PlayerController.IsInputKeyDown instead.

Parameters:key (Key) –
Returns:
Return type:bool
was_controller_key_just_pressed(key) → bool

Returns true if the given key/button was up last frame and down this frame. deprecated: Use PlayerController.WasInputKeyJustPressed instead.

Parameters:key (Key) –
Returns:
Return type:bool
was_controller_key_just_released(key) → bool

Returns true if the given key/button was down last frame and up this frame. deprecated: Use PlayerController.WasInputKeyJustReleased instead.

Parameters:key (Key) –
Returns:
Return type:bool