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

#include <IInputDeviceModule.h>

+ Inheritance diagram for IInputDeviceModule:

Public Member Functions

virtual void StartupModule () override
 
virtual TSharedPtr< class IInputDeviceCreateInputDevice (const TSharedRef< FGenericApplicationMessageHandler > &InMessageHandler)=0
 
virtual TSharedPtr< class IInputDeviceCreateInputDevice (const TSharedRef< FGenericApplicationMessageHandler > &InMessageHandler, FInputDeviceCreationParameters InParams)
 
- Public Member Functions inherited from IModuleInterface
virtual ~IModuleInterface ()
 
virtual void PreUnloadCallback ()
 
virtual void PostLoadCallback ()
 
virtual void ShutdownModule ()
 
virtual bool SupportsDynamicReloading ()
 
virtual bool SupportsAutomaticShutdown ()
 
virtual bool IsGameModule () const
 

Static Public Member Functions

static FName GetModularFeatureName ()
 
static IInputDeviceModuleGet ()
 
static bool IsAvailable ()
 

Detailed Description

The public interface of the InputDeviceModule

Member Function Documentation

◆ CreateInputDevice() [1/2]

virtual TSharedPtr< class IInputDevice > IInputDeviceModule::CreateInputDevice ( const TSharedRef< FGenericApplicationMessageHandler > &  InMessageHandler)
pure virtual

Attempts to create a new input device with the given message handler. This version will eventually be deprecated and users should migrate to the new version with an additional parameters struct.

Returns
Interface to the new input device, if we were able to successfully create one

◆ CreateInputDevice() [2/2]

virtual TSharedPtr< class IInputDevice > IInputDeviceModule::CreateInputDevice ( const TSharedRef< FGenericApplicationMessageHandler > &  InMessageHandler,
FInputDeviceCreationParameters  InParams 
)
inlinevirtual

Attempts to create a new input device interface with the specified input device creation parameters. This override is for advanced use cases where users would like to create devices that are not a part of the input system.

Returns
Interface to the new input device, if we were able to successfully create one

◆ Get()

static IInputDeviceModule & IInputDeviceModule::Get ( )
inlinestatic

Singleton-like access to IInputDeviceModule

Returns
Returns IInputDeviceModule singleton instance, loading the module on demand if needed

◆ GetModularFeatureName()

static FName IInputDeviceModule::GetModularFeatureName ( )
inlinestatic

◆ IsAvailable()

static bool IInputDeviceModule::IsAvailable ( )
inlinestatic

Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.

Returns
True if the module is loaded and ready to use

◆ StartupModule()

virtual void IInputDeviceModule::StartupModule ( )
inlineoverridevirtual

Called right after the module DLL has been loaded and the module object has been created Load dependent modules here, and they will be guaranteed to be available during ShutdownModule. ie:

FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

Reimplemented from IModuleInterface.


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