UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FActiveDeviceProperty Struct Reference

#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
 

Public Attributes

TWeakObjectPtr< UInputDevicePropertyProperty
 
double EvaluatedDuration
 
FPlatformUserId PlatformUser
 
FInputDeviceId DeviceId
 
FInputDevicePropertyHandle PropertyHandle
 
uint8 bLooping: 1
 
uint8 bIgnoreTimeDilation: 1
 
uint8 bPlayWhilePaused: 1
 
uint8 bHasBeenAppliedAtLeastOnce: 1
 

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)
 

Detailed Description

Contains a pointer to an active device property and keeps track of how long it has been evaluated for

Constructor & Destructor Documentation

◆ FActiveDeviceProperty()

FActiveDeviceProperty::FActiveDeviceProperty ( )

Member Function Documentation

◆ operator!=()

bool FActiveDeviceProperty::operator!= ( const FActiveDeviceProperty Other) const

◆ operator==()

bool FActiveDeviceProperty::operator== ( const FActiveDeviceProperty Other) const

Friends And Related Symbol Documentation

◆ GetTypeHash

ENGINE_API friend uint32 GetTypeHash ( const FActiveDeviceProperty InProp)
friend

Active properties can just use the hash of their FInputDevicePropertyHandle for a fast and unique lookup

◆ operator!=

ENGINE_API friend bool operator!= ( const FActiveDeviceProperty ActiveProp,
const FInputDevicePropertyHandle Handle 
)
friend

◆ operator==

ENGINE_API friend bool operator== ( const FActiveDeviceProperty ActiveProp,
const FInputDevicePropertyHandle Handle 
)
friend

Member Data Documentation

◆ bHasBeenAppliedAtLeastOnce

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).

◆ bIgnoreTimeDilation

uint8 FActiveDeviceProperty::bIgnoreTimeDilation

If true, then this device property will ignore dilated delta time and use the Applications delta time instead

◆ bLooping

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.

◆ bPlayWhilePaused

uint8 FActiveDeviceProperty::bPlayWhilePaused

If true, then this device property will be played even if the game world is paused.

◆ DeviceId

FInputDeviceId FActiveDeviceProperty::DeviceId

The input device id that should receive this property.

◆ EvaluatedDuration

double FActiveDeviceProperty::EvaluatedDuration

How long this property has been evaluated for. DeltaTime is added to this on tick

◆ PlatformUser

FPlatformUserId FActiveDeviceProperty::PlatformUser

The platform user that is actively receiving this device property

◆ Property

TWeakObjectPtr<UInputDeviceProperty> FActiveDeviceProperty::Property

The active device property

◆ PropertyHandle

FInputDevicePropertyHandle FActiveDeviceProperty::PropertyHandle

The handle of this active property.


The documentation for this struct was generated from the following files: