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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <InputDeviceSubsystem.h>
Public Member Functions | |
| ENGINE_API | FActiveDeviceProperty () |
| ENGINE_API bool | operator== (const FActiveDeviceProperty &Other) const |
| ENGINE_API bool | operator!= (const FActiveDeviceProperty &Other) const |
Friends | |
| ENGINE_API friend uint32 | GetTypeHash (const FActiveDeviceProperty &InProp) |
| ENGINE_API friend bool | operator== (const FActiveDeviceProperty &ActiveProp, const FInputDevicePropertyHandle &Handle) |
| ENGINE_API friend bool | operator!= (const FActiveDeviceProperty &ActiveProp, const FInputDevicePropertyHandle &Handle) |
Contains a pointer to an active device property and keeps track of how long it has been evaluated for
| FActiveDeviceProperty::FActiveDeviceProperty | ( | ) |
| bool FActiveDeviceProperty::operator!= | ( | const FActiveDeviceProperty & | Other | ) | const |
| bool FActiveDeviceProperty::operator== | ( | const FActiveDeviceProperty & | Other | ) | const |
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Active properties can just use the hash of their FInputDevicePropertyHandle for a fast and unique lookup
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friend |
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friend |
| uint8 FActiveDeviceProperty::bHasBeenAppliedAtLeastOnce |
This is set to true when this device property has been applied. All device properties should be applied at least one time, no matter what. This handles cases where the evaluation time is longer then the duration of a property. I.e., your property is set to a duration of 0.1, but you get a delta time of .12 seconds for some reason (choppy frames, low perf client, debugging, etc).
| uint8 FActiveDeviceProperty::bIgnoreTimeDilation |
If true, then this device property will ignore dilated delta time and use the Applications delta time instead
| uint8 FActiveDeviceProperty::bLooping |
If true, then the input device property will not be removed after it's evaluation time has completed. Instead, it will remain active until manually removed with a RemoveDeviceProperty call.
| uint8 FActiveDeviceProperty::bPlayWhilePaused |
If true, then this device property will be played even if the game world is paused.
| FInputDeviceId FActiveDeviceProperty::DeviceId |
The input device id that should receive this property.
| double FActiveDeviceProperty::EvaluatedDuration |
How long this property has been evaluated for. DeltaTime is added to this on tick
| FPlatformUserId FActiveDeviceProperty::PlatformUser |
The platform user that is actively receiving this device property
| TWeakObjectPtr<UInputDeviceProperty> FActiveDeviceProperty::Property |
The active device property
| FInputDevicePropertyHandle FActiveDeviceProperty::PropertyHandle |
The handle of this active property.