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AViewportWorldPawn

#include <ViewportWorlds/Public/Player/ViewportWorldPawn.h>
class AViewportWorldPawn

Defined in ViewportWorldPawn.h:14

Inherits: APawn, IViewportWorldInterface

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

Represents a pawn in the viewport world.

ReturnNameDescription
AViewportWorldPawn
voidSetupPlayerInputComponent virtual override
boolUpdatePlayerInput

AViewportWorldPawn()

virtual override

virtual void SetupPlayerInputComponent(class UInputComponent * PlayerInputComponent) override

Defined in ViewportWorldPawn.h:40


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

Defined in ViewportWorldPawn.h:43

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.
boolbApplyInputMappingImmediatelyDetermines whether the input mapping should be applied immediately or not.

TObjectPtr< UInputMappingContext > InputMapping

Defined in ViewportWorldPawn.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 ViewportWorldPawn.h:34 Determines whether the input mapping should be applied immediately or not.

If set to true, the input mapping will be applied immediately after it is updated. If set to false, you will have to manually add it to the Enhanced Input Subsystem.