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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <IInputDeviceModule.h>
Inheritance diagram for IInputDeviceModule:Public Member Functions | |
| virtual void | StartupModule () override |
| virtual TSharedPtr< class IInputDevice > | CreateInputDevice (const TSharedRef< FGenericApplicationMessageHandler > &InMessageHandler)=0 |
| virtual TSharedPtr< class IInputDevice > | CreateInputDevice (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 IInputDeviceModule & | Get () |
| static bool | IsAvailable () |
The public interface of the InputDeviceModule
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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.
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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.
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inlinestatic |
Singleton-like access to IInputDeviceModule
Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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.