unreal.VCamInputSettings

class unreal.VCamInputSettings(outer: Object | None = None, name: Name | str = 'None')

Bases: DeveloperSettings

These settings store input profiles.

When a modifier is activated, it registers its UVCamModifier::InputMappingContext (IMC). The mapping context maps enhanced input actions to default keys. An input profile rebinds the default keys to new values. The name of the profile key is the name that was used for the binding in the IMC.

You can switch between configured profiles by calling UVCamComponent::SetInputProfileFromName or editing UVCamComponent::InputProfile in the details panel.

C++ Source:

  • Plugin: VirtualCameraCore

  • Module: VCamCore

  • File: VCamInputSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • default_input_profile (Name): [Read-Write] The profile that VCam components should default to.

  • input_profiles (Map[Name, VCamInputProfile]): [Read-Write] A bunch of profiles that components can switch between

property default_input_profile: Name

[Read-Write] The profile that VCam components should default to.

Type:

(Name)

get_input_profile_names() Array[Name]
Returns:

All configured profiles

Return type:

Array[Name]

classmethod get_v_cam_input_settings() VCamInputSettings

Gets the settings object.

Return type:

VCamInputSettings

property input_profiles: None

[Read-Write] A bunch of profiles that components can switch between

Type:

(Map[Name, VCamInputProfile])

set_default_input_profile(new_default_input_profile) None

Sets DefaultInputProfile and saves it out to the config.

Parameters:

new_default_input_profile (Name) –

set_input_profiles(new_input_profiles) None

Updates InputProfiles and save it out to the config.

Parameters:

new_input_profiles (Map[Name, VCamInputProfile]) –