Input
Which device the player is using, whether an input action is being held, and the state of a connected gamepad.
Five pure nodes for reading the player's input at the moment the graph runs: the device in use, whether an input action is held, and the gamepad's buttons and sticks. None is offered in a Blueprint Value.
None is an event head. To react to input, use the keyboard, gamepad and pointer heads in Events, or the On Action head for the actions Is Action Held reads. The nodes on this page answer "what is true right now".
Get Input Device
blueprint.input.getDevice · Pure
The kind of device the player last used, so an interface can say "Press Space" or "Tap to continue" without guessing from the screen size.
| Pin | Direction | Type |
|---|---|---|
device | out · data | string |
One of four values — pointer, key, gamepad, touch — the same four the On Action head reports on its source pin. A plain string rather than a dropdown of its own, so a graph compares both against the same literals.
Is Action Held
blueprint.input.isActionHeld · Pure
Whether the input action chosen on the card is being held down at this instant.
| Pin | Direction | Type |
|---|---|---|
held | out · data | boolean |
On-card fields
| Field | What |
|---|---|
Action | One of the project's input actions. |
Is Gamepad Connected
blueprint.input.isGamepadConnected · Pure
Whether a controller is connected, such as to show button prompts only to a player who has one. Only the controllers the game reads count; see Gamepad. The answer stays current while the game window does not have focus.
| Pin | Direction | Type |
|---|---|---|
connected | out · data | boolean |
Is Gamepad Button Held
blueprint.input.isGamepadButtonHeld · Pure
Whether the button chosen on the card is held down on any connected controller at this instant. While the game window is hidden or does not have focus, it reads false.
| Pin | Direction | Type |
|---|---|---|
held | out · data | boolean |
On-card fields
| Field | What |
|---|---|
Button | One of the button names listed under Gamepad, including the four left stick directions. |
Get Gamepad Axis
blueprint.input.getGamepadAxis · Pure
How far a stick of the first connected controller is pushed along the axis chosen on the card, from -1 to 1. An X axis is negative to the left and positive to the right, and a Y axis is negative up and positive down. A stick resting near its center reads 0. With no controller connected, or while the game window is hidden or does not have focus, every axis reads 0.
| Pin | Direction | Type |
|---|---|---|
value | out · data | float |
On-card fields
| Field | What |
|---|---|
Axis | LeftX or LeftY for the left stick, RightX or RightY for the right stick. |