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AViewportWorldPlayerController

#include <ViewportWorlds/Public/Player/ViewportWorldPlayerController.h>
class AViewportWorldPlayerController

Defined in ViewportWorldPlayerController.h:16

Inherits: APlayerController, IViewportWorldInterface

---
config:
  class:
    hideEmptyMembersBox: true
---
classDiagram
  class AViewportWorldPlayerController["AViewportWorldPlayerController"]
  class APlayerController["APlayerController"]
  APlayerController <|-- AViewportWorldPlayerController
  class IViewportWorldInterface["IViewportWorldInterface"]
  IViewportWorldInterface <|-- AViewportWorldPlayerController
---
config:
  class:
    hideEmptyMembersBox: true
---
classDiagram
  class AViewportWorldPlayerController {
    +AViewportWorldPlayerController()
    +SetupInputComponent() override
    +UpdatePlayerInput(UInputMappingContext *NewInputMapping, cons bool
    +InputMapping : TObjectPtr< UInputMappingContext >
    +bApplyInputMappingImmediately : bool
  }

A player controller class for the viewport world. This class extends APlayerController and implements IViewportWorldInterface. It is responsible for managing the input mapping context for the viewport world pawn.

ReturnNameDescription
AViewportWorldPlayerController
voidSetupInputComponent virtual override
boolUpdatePlayerInput

AViewportWorldPlayerController()

Defined in ViewportWorldPlayerController.h:40

Section titled “Defined in ViewportWorldPlayerController.h:40”

virtual override

virtual void SetupInputComponent() override

Defined in ViewportWorldPlayerController.h:42


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

Defined in ViewportWorldPlayerController.h:45

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 ViewportWorldPlayerController.h:27 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 ViewportWorldPlayerController.h:36 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.