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

#include <PlayerController.h>

+ Inheritance diagram for FInputModeGameAndUI:

Public Member Functions

ENGINE_API FInputModeGameAndUI ()
 
virtual ENGINE_API ~FInputModeGameAndUI ()
 
FInputModeGameAndUISetWidgetToFocus (TSharedPtr< SWidget > InWidgetToFocus)
 
FInputModeGameAndUISetLockMouseToViewportBehavior (EMouseLockMode InMouseLockMode)
 
FInputModeGameAndUISetHideCursorDuringCapture (bool InHideCursorDuringCapture)
 
virtual bool ShouldFlushInputOnViewportFocus () const override
 

Protected Member Functions

virtual ENGINE_API void ApplyInputMode (FReply &SlateOperations, class UGameViewportClient &GameViewportClient) const override
 
- Protected Member Functions inherited from FInputModeDataBase
virtual ~FInputModeDataBase ()
 
ENGINE_API void SetFocusAndLocking (FReply &SlateOperations, TSharedPtr< class SWidget > InWidgetToFocus, bool bLockMouseToViewport, TSharedRef< class SViewport > InViewportWidget) const
 

Protected Attributes

TSharedPtr< SWidgetWidgetToFocus
 
EMouseLockMode MouseLockMode
 
bool bHideCursorDuringCapture
 

Detailed Description

Data structure used to setup an input mode that allows the UI to respond to user input, and if the UI doesn't handle it player input / player controller gets a chance.

Constructor & Destructor Documentation

◆ FInputModeGameAndUI()

ENGINE_API FInputModeGameAndUI::FInputModeGameAndUI ( )

◆ ~FInputModeGameAndUI()

virtual ENGINE_API FInputModeGameAndUI::~FInputModeGameAndUI ( )
virtual

Member Function Documentation

◆ ApplyInputMode()

virtual ENGINE_API void FInputModeGameAndUI::ApplyInputMode ( FReply SlateOperations,
class UGameViewportClient GameViewportClient 
) const
overrideprotectedvirtual

Derived classes override this function to apply the necessary settings for the desired input mode

Implements FInputModeDataBase.

◆ SetHideCursorDuringCapture()

FInputModeGameAndUI & FInputModeGameAndUI::SetHideCursorDuringCapture ( bool  InHideCursorDuringCapture)
inline

Whether to hide the cursor during temporary mouse capture caused by a mouse down

◆ SetLockMouseToViewportBehavior()

FInputModeGameAndUI & FInputModeGameAndUI::SetLockMouseToViewportBehavior ( EMouseLockMode  InMouseLockMode)
inline

Sets the mouse locking behavior of the viewport

◆ SetWidgetToFocus()

FInputModeGameAndUI & FInputModeGameAndUI::SetWidgetToFocus ( TSharedPtr< SWidget InWidgetToFocus)
inline

Widget to focus

◆ ShouldFlushInputOnViewportFocus()

virtual bool FInputModeGameAndUI::ShouldFlushInputOnViewportFocus ( ) const
inlineoverridevirtual

Reimplemented from FInputModeDataBase.

Member Data Documentation

◆ bHideCursorDuringCapture

bool FInputModeGameAndUI::bHideCursorDuringCapture
protected

◆ MouseLockMode

EMouseLockMode FInputModeGameAndUI::MouseLockMode
protected

◆ WidgetToFocus

TSharedPtr<SWidget> FInputModeGameAndUI::WidgetToFocus
protected

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