unreal.PlayerMappableKeySettings
¶
- class unreal.PlayerMappableKeySettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Hold setting information of an Action Input or a Action Key Mapping for setting screen and save purposes. Experimental: Do not count on long term support for this structure.
C++ Source:
Plugin: EnhancedInput
Module: EnhancedInput
File: PlayerMappableKeySettings.h
Editor Properties: (see get_editor_property/set_editor_property)
display_category
(Text): [Read-Write] The category that this player mapping is indisplay_name
(Text): [Read-Write] The localized display name of this key mapping. Use this when displaying the mappings to a user.metadata
(Object): [Read-Write] Metadata that can used to store any other related items to this key mapping such as icons, ability assets, etc.name
(Name): [Read-Write] A unique name for this player mapping to be saved with.supported_key_profiles
(GameplayTagContainer): [Read-Write] If this key mapping should only be added when a specific key profile is equipped, then set those here.If this is empty, then the key mapping will not be filtered out based on the current profile.
- property display_category: Text¶
[Read-Only] The category that this player mapping is in
- Type:
(Text)
- property display_name: Text¶
[Read-Only] The localized display name of this key mapping. Use this when displaying the mappings to a user.
- Type:
(Text)
- property metadata: Object¶
[Read-Only] Metadata that can used to store any other related items to this key mapping such as icons, ability assets, etc.
- Type:
(Object)
- property name: Name¶
[Read-Only] A unique name for this player mapping to be saved with.
- Type:
(Name)
- property supported_key_profiles: GameplayTagContainer¶
[Read-Only] If this key mapping should only be added when a specific key profile is equipped, then set those here.
If this is empty, then the key mapping will not be filtered out based on the current profile.
- Type: