Input
Which device the player is using, and whether an input action is being held.
Two pure nodes for reading the player's input at the moment the graph runs. Both declare event, function and macro, so either can back a Blueprint Value.
Neither is an event head. To react to input, use the keyboard and pointer heads in Events, or the On Action head for the action vocabulary these two read; these two answer "what is true right now", which is what a binding on a widget's appearance wants.
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. |