A function library that adds functionality for working with input in Unreal Engine.
Module: DirectiveUtilitiesRuntime (Runtime) | Header: Source/DirectiveUtilitiesRuntime/Public/Libraries/DirectiveUtilInputFunctionLibrary.h
Type: Blueprint Callable | Category: Directive Utilities|Input
static EDirectiveUtilSuccessStatus AddInputMappingContexts(
AController* PlayerController,
const TArray<FDirectiveUtilEnhancedInputContextData>& Contexts,
bool bClearPrevious);Apply multiple Input Mapping Contexts to the controller's local player.
| Parameter | Type | Description |
|---|---|---|
| PlayerController | AController* |
The player controller to add the contexts to. Will attempt to get the LocalPlayer from the controller. |
| Contexts | const TArray<FDirectiveUtilEnhancedInputContextData>& |
The contexts to apply. Missing assets are loaded synchronously. |
| bClearPrevious | bool |
Whether to clear all previous contexts before applying the new ones. Clearing only happens once at least one new context has loaded; if every context fails to load, existing mappings are left untouched. |
Returns: Returns Success if the contexts were successfully applied.
Type: Blueprint Callable | Category: Directive Utilities|Input
static EDirectiveUtilSuccessStatus RemoveInputMappingContexts(
AController* PlayerController,
const TArray<TSoftObjectPtr<UInputMappingContext>>& Contexts);Remove multiple Input Mapping Contexts from the controller's local player.
| Parameter | Type | Description |
|---|---|---|
| PlayerController | AController* |
The player controller to remove the contexts from. Will attempt to get the LocalPlayer from the controller. |
| Contexts | const TArray<TSoftObjectPtr<UInputMappingContext>>& |
Loaded contexts to remove. Missing assets are not loaded by this function. |
Returns: Returns Success if the contexts were successfully removed.
Type: Blueprint Callable | Category: Directive Utilities|Input
static EDirectiveUtilSuccessStatus SwapInputMappingContexts(
AController* PlayerController,
TSoftObjectPtr<UInputMappingContext> PreviousContext,
TSoftObjectPtr<UInputMappingContext> NewContext,
int32 Priority,
bool bUsePreviousPriority);Swap a designated Input Mapping Context with a new one. If the previous context is found, it is removed and the new context is added; if it is not found, the new context is added at the specified priority.
| Parameter | Type | Description |
|---|---|---|
| PlayerController | AController* |
The player controller to swap the contexts on. Will attempt to get the LocalPlayer from the controller. |
| PreviousContext | TSoftObjectPtr<UInputMappingContext> |
The context to swap out. |
| NewContext | TSoftObjectPtr<UInputMappingContext> |
The context to swap in. This asset is loaded synchronously when needed. |
| Priority | int32 |
The priority to set the new context to. |
| bUsePreviousPriority | bool |
Whether to use the previous context's priority when adding the new context. |
Returns: Returns Success if the contexts were successfully swapped.
Type: Blueprint Pure | Category: Directive Utilities|Input
static UEnhancedInputLocalPlayerSubsystem* GetEnhancedInputSubsystem(AController* PlayerController);Returns the Enhanced Input local player subsystem for the given controller, if available.
| Parameter | Type | Description |
|---|---|---|
| PlayerController | AController* |
The player controller; the Local Player's subsystem is retrieved. |
Returns: The Enhanced Input subsystem, or null if the controller has no associated local player subsystem.
Type: Blueprint Pure | Category: Directive Utilities|Input
static bool IsInputMappingContextActive(AController* PlayerController, TSoftObjectPtr<UInputMappingContext> Context);Returns whether the given input mapping context is currently active on the controller.
| Parameter | Type | Description |
|---|---|---|
| PlayerController | AController* |
The player controller to query. |
| Context | TSoftObjectPtr<UInputMappingContext> |
The loaded input mapping context to check. Missing assets are not loaded by this pure query. |
Returns: True if the context is currently applied.
Type: Blueprint Callable | Category: Directive Utilities|Input
static EDirectiveUtilSuccessStatus ClearAllInputMappingContexts(AController* PlayerController);Removes all input mapping contexts from the controller.
| Parameter | Type | Description |
|---|---|---|
| PlayerController | AController* |
The player controller to clear. |
Returns: Success if the contexts were cleared.