Contains a generic action which can be targeted from several types of inputs. Actions and their events can be set in the [b]Input Map[/b] tab in [b]Project > Project Settings[/b], or with the [InputMap] class.
[b]Note:[/b] Unlike the other [InputEvent] subclasses which map to unique physical events, this virtual one is not emitted by the engine. This class is useful to emit actions manually with [method Input.parse_input_event], which are then received in [method Node._input]. To check if a physical event matches an action from the Input Map, use [method InputEvent.is_action] and [method InputEvent.is_action_pressed].
The real event index in action this event corresponds to (from events defined for this action in the [InputMap]). If [code]-1[/code], a unique ID will be used and actions pressed with this ID will need to be released with another [InputEventAction].
The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is [code]false[/code]. The event strength allows faking analog joypad motion events, by specifying how strongly the joypad axis is bent or pressed.