Limen Framework 0.1 Help

ULimenInputBindingsLocalPlayerSubsystem

Overview

The ULimenInputBindingsLocalPlayerSubsystem class extends ULocalPlayerSubsystem to handle input bindings specifically for pawns and player controllers. It manages mapping contexts for pawn and player controller inputs, updating bindings when necessary.

Properties

Type

Name

Access

Description

int32

PawnMappingContextPriority

Protected

Priority level for the pawn mapping context.

int32

PlayerControllerMappingContextPriority

Protected

Priority level for the player controller mapping context.

Functions

Return Type

Signature

Description

void

PlayerControllerChanged(APlayerController* NewPlayerController)

Called when the player controller changes. Updates bindings accordingly.

void

AddPawnMappingContext()

Adds the pawn input mapping context to the enhanced input subsystem.

void

RemovePawnMappingContext()

Removes the pawn input mapping context from the enhanced input subsystem.

void

UpdateControllerBindings(APlayerController* PC)

Updates the controller bindings based on the current player controller and its possessed pawn.

UFUNCTION()

InputBindUpdated(const FEnhancedActionKeyMapping& ActionKeyMapping)

Handles updates to key bindings by requesting a rebuild of control mappings.

UFUNCTION()

NewPawnNotify(APawn* NewPawn)

Notifies when the player gains possession of a new pawn, updating input bindings accordingly.

UFUNCTION()

PossessedPawnChanged(APawn* OldPawn, APawn* NewPawn)

Handles changes in the possessed pawn by notifying about the new pawn.

Usage & Implementation Notes

  • Threading Constraints: This subsystem operates on the game thread.

  • Replication Requirements: None.

  • Memory Lifetime Management: The subsystem manages weak pointers to player controllers and pawns, ensuring that it does not hold strong references to objects that may be destroyed.

  • Initialization Dependencies: Depends on UEnhancedInputLocalPlayerSubsystem and ULimenKeyBindSubsystem.

22 May 2026