UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
IInputDevice Class Referenceabstract

#include <IInputDevice.h>

Public Member Functions

virtual ~IInputDevice ()
 
virtual void Tick (float DeltaTime)=0
 
virtual void SendControllerEvents ()=0
 
virtual void SetMessageHandler (const TSharedRef< FGenericApplicationMessageHandler > &InMessageHandler)=0
 
virtual bool Exec (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Ar)=0
 
virtual void SetChannelValue (int32 ControllerId, FForceFeedbackChannelType ChannelType, float Value)=0
 
virtual void SetChannelValues (int32 ControllerId, const FForceFeedbackValues &values)=0
 
virtual bool SupportsForceFeedback (int32 ControllerId)
 
virtual void SetLightColor (int32 ControllerId, FColor Color)
 
virtual void ResetLightColor (int32 ControllerId)
 
virtual void SetDeviceProperty (int32 ControllerId, const FInputDeviceProperty *Property)
 
virtual class IHapticDeviceGetHapticDevice ()
 
virtual bool IsGamepadAttached () const
 

Detailed Description

Input device interface. Useful for plugins/modules to support custom external input devices.

Constructor & Destructor Documentation

◆ ~IInputDevice()

virtual IInputDevice::~IInputDevice ( )
inlinevirtual

Member Function Documentation

◆ Exec()

virtual bool IInputDevice::Exec ( UWorld InWorld,
const TCHAR Cmd,
FOutputDevice Ar 
)
pure virtual

Exec handler to allow console commands to be passed through for debugging

◆ GetHapticDevice()

virtual class IHapticDevice * IInputDevice::GetHapticDevice ( )
inlinevirtual

If this device supports a haptic interface, implement this, and inherit the IHapticDevice interface

◆ IsGamepadAttached()

virtual bool IInputDevice::IsGamepadAttached ( ) const
inlinevirtual

◆ ResetLightColor()

virtual void IInputDevice::ResetLightColor ( int32  ControllerId)
inlinevirtual

◆ SendControllerEvents()

virtual void IInputDevice::SendControllerEvents ( )
pure virtual

Poll for controller state and send events if needed

◆ SetChannelValue()

virtual void IInputDevice::SetChannelValue ( int32  ControllerId,
FForceFeedbackChannelType  ChannelType,
float  Value 
)
pure virtual

Force Feedback pass through functions

◆ SetChannelValues()

virtual void IInputDevice::SetChannelValues ( int32  ControllerId,
const FForceFeedbackValues values 
)
pure virtual

◆ SetDeviceProperty()

virtual void IInputDevice::SetDeviceProperty ( int32  ControllerId,
const FInputDeviceProperty Property 
)
inlinevirtual

Sets a property for a given controller id. Will be ignored for devices which don't support the property.

Parameters
ControllerIdthe id of the controller whose property is to be applied
PropertyBase class pointer to property that will be applied

◆ SetLightColor()

virtual void IInputDevice::SetLightColor ( int32  ControllerId,
FColor  Color 
)
inlinevirtual

Pass though functions for light color

◆ SetMessageHandler()

virtual void IInputDevice::SetMessageHandler ( const TSharedRef< FGenericApplicationMessageHandler > &  InMessageHandler)
pure virtual

Set which MessageHandler will get the events from SendControllerEvents.

◆ SupportsForceFeedback()

virtual bool IInputDevice::SupportsForceFeedback ( int32  ControllerId)
inlinevirtual

◆ Tick()

virtual void IInputDevice::Tick ( float  DeltaTime)
pure virtual

Tick the interface (e.g. check for new controllers)


The documentation for this class was generated from the following file: