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Set Input Actions (Flowgraph Node)Set Input Action Filters (Flowgraph Node)Get Action Control (Flowgraph Node)

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API ReferenceGE Extensionsflowgraphnodesinput

Set Input Actions (Flowgraph Node)

- **Node Name:** `Set Input Actions`

Overview

  • Node Name: Set Input Actions
  • Category: once_instant
  • File: extensions/flowgraph/nodes/input/blacklistAction.lua
  • Tags: blacklist, whitelist, allow, deny, block, unblock, disallow, command, control

Enables or disables various input actions (like vehicle switching, recovery, etc.) similar to how scenarios restrict player actions.

Pin Schema

Input Pins

PinTypeDefaultDescription
blockbooltrueIf true, block actions; if false, unblock (hidden, hardcoded)
ignoreUnrestricedbooltrueIgnore if competitive scenario conditions are disabled (hidden, hardcoded)
idnumber-Optional: ID of a specific action set to modify (hidden)

Output Pins

PinTypeDescription
idnumberID of the registered action set (hidden)

Presets

  • Empty - No actions
  • Scenario - Default scenario actions: switch_next_vehicle, switch_previous_vehicle, loadHome, saveHome, recover_vehicle, reload_vehicle, reload_all_vehicles, vehicle_selector, parts_selector, dropPlayerAtCamera, nodegrabberRender, slower_motion, faster_motion, toggle_slow_motion, toggleWalkingMode, toggleCamera, toggleTraffic, toggleAITraffic

Internals

  • Maintains a self.list of action names (serialized with the node).
  • Has a full editor UI with search, category browsing, presets, and per-action checkboxes.
  • Registers the action list with mgr.modules.action:registerList() and gets back an ID.
  • Calls mgr.modules.action:blockActions(id) or allowActions(id) based on the block pin.
  • If ignoreUnrestriced is true and restrictScenarios setting is disabled, uses an empty list.
  • The drawMiddle() method shows the action count and block/allow icon.

How It Works

  1. On execution, registers the configured action list with the flowgraph action module.
  2. Blocks or allows the registered actions based on the block pin value.
  3. The ID output allows other nodes to reference and modify the same action set.
  4. Respects the game's restrictScenarios setting when ignoreUnrestriced is enabled.

Lua Code Example

-- Block specific actions via the action filter system
core_input_actionFilter.addAction(0, "switch_next_vehicle", false)
core_input_actionFilter.addAction(0, "recover_vehicle", false)

Key Dependencies

  • core_input_actionFilter - action filtering system
  • core_input_actions.getActiveActions() - retrieves all available input actions
  • Flowgraph action module - manages action block/allow lists

Additional Methods

C:_onDeserialized(data)

Called after the node is deserialized (loaded from file). Restores runtime state from saved data.

Parameters:

  • data

C:_onSerialize(res)

Called when the node is serialized (saved to file). Returns data to persist.

Parameters:

  • res

C:drawCustomProperties()

Custom ImGui drawing for the node's properties panel in the editor.

C:drawSearchInput()

Custom ImGui drawing function for the node editor.

C:highlightText(label, highlightText)

Node method.

Parameters:

  • label
  • highlightText

C:init()

Initializes the node, setting up pins and default properties.

C:workOnce()

Called once when the node is triggered (flow-once execution).


See Also

  • Set Input Action Filters (Flowgraph Node) - Related reference
  • Get Action Control (Flowgraph Node) - Related reference
  • FlowGraph Guide - Guide

DOF - Depth of Field (Flowgraph Node)

- **Node Name:** `DOF`

Set Input Action Filters (Flowgraph Node)

- **Node Name:** `Set Input Actionsfilters`

On this page

OverviewPin SchemaInput PinsOutput PinsPresetsInternalsHow It WorksLua Code ExampleKey DependenciesAdditional MethodsC:_onDeserialized(data)C:_onSerialize(res)C:drawCustomProperties()C:drawSearchInput()C:highlightText(label, highlightText)C:init()C:workOnce()See Also