AViewportWorldPawn
#include <ViewportWorlds/Public/Player/ViewportWorldPawn.h>class AViewportWorldPawnDefined in ViewportWorldPawn.h:14
Inherits:
APawn,IViewportWorldInterface
Inheritance diagram
Section titled “Inheritance diagram”---
config:
class:
hideEmptyMembersBox: true
---
classDiagram
class AViewportWorldPawn["AViewportWorldPawn"]
class APawn["APawn"]
APawn <|-- AViewportWorldPawn
class IViewportWorldInterface["IViewportWorldInterface"]
IViewportWorldInterface <|-- AViewportWorldPawn
Class detail
Section titled “Class detail”---
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.
Public Methods
Section titled “Public Methods”| Return | Name | Description |
|---|---|---|
AViewportWorldPawn | ||
void | SetupPlayerInputComponent virtual override | |
bool | UpdatePlayerInput |
AViewportWorldPawn
Section titled “AViewportWorldPawn”AViewportWorldPawn()Defined in ViewportWorldPawn.h:38
Section titled “Defined in ViewportWorldPawn.h:38”SetupPlayerInputComponent
Section titled “SetupPlayerInputComponent”virtual override
virtual void SetupPlayerInputComponent(class UInputComponent * PlayerInputComponent) overrideDefined in ViewportWorldPawn.h:40
References
Section titled “References”UpdatePlayerInput
Section titled “UpdatePlayerInput”bool UpdatePlayerInput(UInputMappingContext * NewInputMapping, const bool bApplyImmediately = true)Defined in ViewportWorldPawn.h:43
Referenced by
Section titled “Referenced by”References
Section titled “References”Private Attributes
Section titled “Private Attributes”| Return | Name | Description |
|---|---|---|
TObjectPtr< UInputMappingContext > | InputMapping | 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. |
bool | bApplyInputMappingImmediately | Determines whether the input mapping should be applied immediately or not. |
InputMapping
Section titled “InputMapping”TObjectPtr< UInputMappingContext > InputMappingDefined 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()
Referenced by
Section titled “Referenced by”bApplyInputMappingImmediately
Section titled “bApplyInputMappingImmediately”bool bApplyInputMappingImmediatelyDefined 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.