UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PlayerInput.h File Reference
#include "CoreMinimal.h"
#include "Framework/Commands/InputChord.h"
#include "GestureRecognizer.h"
#include "InputCoreTypes.h"
#include "InputKeyEventArgs.h"
#include "KeyState.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
#include "PlayerInput.generated.h"

Go to the source code of this file.

Classes

struct  FKeyBind
 
struct  FInputAxisProperties
 
struct  FInputAxisConfigEntry
 
struct  FInputActionKeyMapping
 
struct  FInputAxisKeyMapping
 
class  UPlayerInput
 

Functions

struct UE_DEPRECATED (5.7, "Speech mappings are deprecated. These were only used by a now deprecated platform.") FInputActionSpeechMapping
 
struct UE_DEPRECATED (5.6, "Use FInputKeyEventArgs instead") FInputKeyParams
 
ENGINE_API DECLARE_LOG_CATEGORY_EXTERN (LogPlayerInput, Log, All)
 

Function Documentation

◆ DECLARE_LOG_CATEGORY_EXTERN()

ENGINE_API DECLARE_LOG_CATEGORY_EXTERN ( LogPlayerInput  ,
Log  ,
All   
)

◆ UE_DEPRECATED() [1/2]

struct UE_DEPRECATED ( 5.  6,
"Use FInputKeyEventArgs instead"   
)

Paramaters to be considered when calling UPlayerInput::InputKey.

The key that has been pressed

The input device that has triggered this input

The event that has caused a Button key to be considered

The number of samples to be taken into account with the FKeyState::SampleCountAccumulator

The time between the previous frame and the current one

The Delta that the given key/axis has been changed by

If set to true, treat this input event as if it were from a gamepad, whether the FKey is a gamepad key or not.

Returns true if the Key used for this input is a gamepad key

Get the delta of the given axis for 1D axis

Get the delta of the given axis for 2D axis

Get the delta of the given axis for 3D axis

◆ UE_DEPRECATED() [2/2]

struct UE_DEPRECATED ( 5.  7,
"Speech mappings are deprecated. These were only used by a now deprecated platform."   
)

Defines a mapping between an action and speech recognition

See also
https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html

Friendly name of action, e.g "jump"

Key to bind it to.