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Browse Community Snippets›Input & Controls·Up to Community Snippets · Input & Controls·1 of 3 in Input & Controls

Input Item Component Snippet

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  • using { /UnrealEngine.com/Itemization }
    using { /Fortnite.com/Game }
    using { /Verse.org/Simulation }
    using { /Verse.org/SceneGraph }
    using { /UnrealEngine.com/ControlInput }
    using { /Fortnite.com/Input/Character }
    # using { /Verse.org/Input }
    
    (Entity:entity).GetRootInventory<public>()<decides><transacts>:inventory_component=
        Result := 
            for:
                InventoryComponent : Entity.FindDescendantComponents(inventory_component)
            do:
                InventoryComponent
        Result[0]
    
    (Entity:entity).GetRootAgent<public>()<decides><transacts>:agent=
        if(Agent := agent[Entity]):
            Agent
        else:
            Entity.GetParent[].GetRootAgent[]
    
    input_item_component<public> := class<final_super><abstract>(item_component):
    
        var InputEventHandle<private>:[]cancelable = array{}
        var ComponentEventHandle<private>:[]cancelable = array{}

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Last updated 2026-07-26T11:49:20.309406+00:00

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