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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <BehaviorTargetInterfaces.h>
Inheritance diagram for IClickSequenceBehaviorTarget:Public Member Functions | |
| virtual | ~IClickSequenceBehaviorTarget () |
| virtual void | OnBeginSequencePreview (const FInputDeviceRay &ClickPos) |
| virtual bool | CanBeginClickSequence (const FInputDeviceRay &ClickPos)=0 |
| virtual void | OnBeginClickSequence (const FInputDeviceRay &ClickPos)=0 |
| virtual void | OnNextSequencePreview (const FInputDeviceRay &ClickPos) |
| virtual bool | OnNextSequenceClick (const FInputDeviceRay &ClickPos)=0 |
| virtual void | OnTerminateClickSequence ()=0 |
| virtual bool | RequestAbortClickSequence () |
Public Member Functions inherited from IModifierToggleBehaviorTarget | |
| virtual | ~IModifierToggleBehaviorTarget () |
| virtual void | OnUpdateModifierState (int ModifierID, bool bIsOn) |
| virtual void | OnForceEndCapture () |
Target interface used by InputBehaviors that want to implement a multi-click sequence (eg such as drawing a polygon with multiple clicks)
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inlinevirtual |
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pure virtual |
Test if target would like to begin sequence based on this click. Gets checked both on mouse down and mouse up.
| ClickPos | device position/ray at click point |
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pure virtual |
Notify Target about the first click in the sequence.
| ClickPos | device position/ray at click point |
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inlinevirtual |
Notify Target device position has changed but a click sequence hasn't begun yet (eg for interactive previews)
| ClickPos | device position/ray at click point |
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pure virtual |
Notify Target about next click in sqeuence
| ClickPos | device position/ray at click point |
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inlinevirtual |
Notify Target device position has changed but a click hasn't ocurred yet (eg for interactive previews)
| ClickPos | device position/ray at click point |
Notify Target that click sequence has been explicitly terminated (eg by escape key, cancel tool, etc). Also called if sequence is terminated from querying target with RequestAbortClickSequence().
Target overrides this and returns true if it wants to abort click sequence. Behavior checks every update and if this ever returns true, terminates sequence