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 in

  • display_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:

(GameplayTagContainer)