Skip to content

AViewportWorldCharacter

#include <ViewportWorlds/Public/Player/ViewportWorldCharacter.h>
class AViewportWorldCharacter

Defined in ViewportWorldCharacter.h:14

Inherits: ACharacter, IViewportWorldInterface

---
config:
  class:
    hideEmptyMembersBox: true
---
classDiagram
  class AViewportWorldCharacter["AViewportWorldCharacter"]
  class ACharacter["ACharacter"]
  ACharacter <|-- AViewportWorldCharacter
  class IViewportWorldInterface["IViewportWorldInterface"]
  IViewportWorldInterface <|-- AViewportWorldCharacter
---
config:
  class:
    hideEmptyMembersBox: true
---
classDiagram
  class AViewportWorldCharacter {
    +AViewportWorldCharacter()
    +SetupPlayerInputComponent(class UInputComponent *PlayerInputComponent
    +UpdatePlayerInput(UInputMappingContext *NewInputMapping, cons bool
    +InputMapping : TObjectPtr< UInputMappingContext >
    +bApplyInputMappingImmediately : bool
  }

A character class representing a character in the viewport world.

ReturnNameDescription
AViewportWorldCharacter
voidSetupPlayerInputComponent virtual override
boolUpdatePlayerInputUpdates the player input for the character.

AViewportWorldCharacter()

virtual override

virtual void SetupPlayerInputComponent(class UInputComponent * PlayerInputComponent) override

Defined in ViewportWorldCharacter.h:43


bool UpdatePlayerInput(UInputMappingContext * NewInputMapping, const bool bApplyImmediately = true)

Defined in ViewportWorldCharacter.h:55 Updates the player input for the character.

This method updates the player input for the character using the provided input mapping context.

  • NewInputMapping The input mapping context to be applied.

  • bApplyImmediately Whether to apply the mapping context immediately or not. Default value is true.

Returns true if the player input was updated successfully, false otherwise.

ReturnNameDescription
TObjectPtr< UInputMappingContext >InputMappingStore and manage the input mapping context for the viewport world pawn. The input mapping context defines the mapping between user input events and actions in the game.
boolbApplyInputMappingImmediatelyIndicates whether to apply the input mapping immediately or not.

TObjectPtr< UInputMappingContext > InputMapping

Defined in ViewportWorldCharacter.h:25 Store and manage the input mapping context for the viewport world pawn. The input mapping context defines the mapping between user input events and actions in the game.

See also: UpdatePlayerInput()


bool bApplyInputMappingImmediately

Defined in ViewportWorldCharacter.h:37 Indicates whether to apply the input mapping immediately or not.

This variable determines whether the input mapping should be applied immediately when updating the player input for the character or not. If set to true, the input mapping will be applied immediately. If set to false, you will have to manually apply to the Enhanced Input Subsystem.

See also: AViewportWorldCharacter::UpdatePlayerInput()