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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <KeyState.h>
Public Member Functions | |
| FKeyState () | |
Public Attributes | |
| FVector | RawValue |
| FVector | Value |
| float | LastUpDownTransitionTime |
| uint8 | bDown:1 |
| uint8 | bDownPrevious:1 |
| uint8 | bConsumed:1 |
| uint8 | bWasJustFlushed:1 |
| uint8 | PairSampledAxes: 3 |
| uint8 | SampleCountAccumulator |
| TArray< uint32 > | EventCounts [IE_MAX] |
| TArray< uint32 > | EventAccumulator [IE_MAX] |
| FVector | RawValueAccumulator |
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inline |
| uint8 FKeyState::bConsumed |
True if this key has been "consumed" by an InputComponent and should be ignored for further components during this update.
| uint8 FKeyState::bDown |
True if this key is "down", false otherwise.
| uint8 FKeyState::bDownPrevious |
Queued state information. This data is updated or flushed once player input is processed.
| uint8 FKeyState::bWasJustFlushed |
True if this key was flushed this frame. This is used to flag to input processing that we may be receiving a IE_Repeat event, but the IE_Pressed event accumulator may have been reset.
Used to accumulate events during the frame and flushed when processed.
How many of each event type had been received when input was last processed.
| float FKeyState::LastUpDownTransitionTime |
Global time of last up->down or down->up transition.
| uint8 FKeyState::PairSampledAxes |
Flag paired axes that have been sampled this tick. X = LSB, Z = MSB
| FVector FKeyState::RawValue |
This is the most recent raw value reported by the device. For digital buttons, 0 or 1. For analog buttons, 0->1. For axes, -1->1. The X field is for non-vector keys
| FVector FKeyState::RawValueAccumulator |
Used to accumulate input values during the frame and flushed after processing.
| uint8 FKeyState::SampleCountAccumulator |
How many samples contributed to RawValueAccumulator. Used for smoothing operations, e.g. mouse
| FVector FKeyState::Value |
The final "value" for this control, after any optional processing.