UDocumentation
UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
InputDevicePropertyHandle.h
Go to the documentation of this file.
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "InputDevicePropertyHandle.generated.h"
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USTRUCT
(BlueprintType)
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struct
FInputDevicePropertyHandle
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{
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friend
class
UInputDeviceSubsystem
;
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GENERATED_BODY
()
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ENGINE_API
FInputDevicePropertyHandle
();
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~
FInputDevicePropertyHandle
() = default;
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ENGINE_API
bool
IsValid
() const;
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static
ENGINE_API
FInputDevicePropertyHandle
InvalidHandle;
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ENGINE_API
uint32
GetTypeHash() const;
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ENGINE_API
friend
uint32
GetTypeHash(const
FInputDevicePropertyHandle
&
InHandle
);
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ENGINE_API
bool
operator==(const
FInputDevicePropertyHandle
&
Other
) const;
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ENGINE_API
bool
operator!=(const
FInputDevicePropertyHandle
&
Other
) const;
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ENGINE_API
FString ToString() const;
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private
:
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// Private constructor because we don't want any other users to make a valid device property handle.
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ENGINE_API
FInputDevicePropertyHandle
(
uint32
InternalID
);
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static
ENGINE_API
FInputDevicePropertyHandle
AcquireValidHandle();
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UPROPERTY
()
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uint32
InternalId;
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};
EARSessionStatus::Other
@ Other
EChaosVDManifoldPointFlags::IsValid
@ IsValid
StaticCastSharedRef
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition
SharedPointer.h:127
UPROPERTY
#define UPROPERTY(...)
UObject definition macros.
Definition
ObjectMacros.h:744
GENERATED_BODY
#define GENERATED_BODY(...)
Definition
ObjectMacros.h:765
USTRUCT
#define USTRUCT(...)
Definition
ObjectMacros.h:746
uint32
uint32_t uint32
Definition
binka_ue_file_header.h:6
UInputDeviceSubsystem
Definition
InputDeviceSubsystem.h:120
FInputDevicePropertyHandle
Definition
InputDevicePropertyHandle.h:10
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Source
Runtime
Engine
Classes
GameFramework
InputDevicePropertyHandle.h
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