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Browse Verse API›Input & Controls·Up to Verse API · Input & Controls·8 of 28 in Input & Controls

InputEvents Generic Type Reference

Input_events is a container for user input events which can be subscribed to.

  • Use the 'GetPlayerInput' and 'GetInputEvents' functions to retrieve an input_events object for a given player.

  • Low-level notifications of current user input: DetectionBeginEvent, DetectionOngoingEvent, and DetectionEndEvent.

  • High-level notifications of triggered events: ActivationTriggeredEvent and ActivationCanceledEvent.

    /—----------<-------
    DetectionBeginEvent -> DetectionOngoingEvent -> ActivationTriggeredEvent -> DetectionEndEvent /\ /\ / ---------------------> ActivationCanceledEvent ----------------------/

Verse using statement using { /UnrealEngine.com/ControlInput }

Members

This class has data members, but no functions.

Data

Data Member Name Type Description
ActivationTriggeredEvent listenable(payload) This input has met all required conditions and has successfully fired. Most of the time, you should bind to this event. Tuple payload: 0: the player generating this event 1: the value generated by the physical input
ActivationCanceledEvent listenable(payload) This input has been canceled before activation. For example, if the key is released before a “Press and Hold” time threshold. Tuple payload: 0: the player generating this event 1: the value generated by the physical input 2: elapsed seconds since detection began
DetectionBeginEvent listenable(payload) Detection has started for this input e.g. a required key is now held down. Note: ActivationTriggeredEvent may also occur this frame, but this event will always be fired first. DetectionBegin and DetectionEnd will always fire, regardless of whether the input is successful or canceled. Tuple payload: 0: the player generating this event 1: the value generated by the physical input
DetectionOngoingEvent listenable(payload) Detection for this input is still being processed. For example, a time threshold may not be met. Tuple payload: 0: the player generating this event 1: the value generated by the physical input 2: elapsed seconds since detection began
DetectionEndEvent listenable(payload) Detection has finished e.g. no required keys are now down. Will always fire as a pair with DetectionBegin. Tuple payload: 0: the player generating this event 1: elapsed seconds since detection began
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Source

Epic Games documentation

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Last updated 2026-05-14T16:53:00.472235+00:00

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