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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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 IHapticDevice * | GetHapticDevice () |
| virtual bool | IsGamepadAttached () const |
Input device interface. Useful for plugins/modules to support custom external input devices.
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inlinevirtual |
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pure virtual |
Exec handler to allow console commands to be passed through for debugging
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inlinevirtual |
If this device supports a haptic interface, implement this, and inherit the IHapticDevice interface
Poll for controller state and send events if needed
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pure virtual |
Force Feedback pass through functions
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pure virtual |
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inlinevirtual |
Sets a property for a given controller id. Will be ignored for devices which don't support the property.
| ControllerId | the id of the controller whose property is to be applied |
| Property | Base class pointer to property that will be applied |
Pass though functions for light color
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pure virtual |
Set which MessageHandler will get the events from SendControllerEvents.
Tick the interface (e.g. check for new controllers)