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

#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< uint32EventCounts [IE_MAX]
 
TArray< uint32EventAccumulator [IE_MAX]
 
FVector RawValueAccumulator
 

Constructor & Destructor Documentation

◆ FKeyState()

FKeyState::FKeyState ( )
inline

Member Data Documentation

◆ bConsumed

uint8 FKeyState::bConsumed

True if this key has been "consumed" by an InputComponent and should be ignored for further components during this update.

◆ bDown

uint8 FKeyState::bDown

True if this key is "down", false otherwise.

◆ bDownPrevious

uint8 FKeyState::bDownPrevious

Queued state information. This data is updated or flushed once player input is processed.

◆ bWasJustFlushed

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.

◆ EventAccumulator

TArray<uint32> FKeyState::EventAccumulator[IE_MAX]

Used to accumulate events during the frame and flushed when processed.

◆ EventCounts

TArray<uint32> FKeyState::EventCounts[IE_MAX]

How many of each event type had been received when input was last processed.

◆ LastUpDownTransitionTime

float FKeyState::LastUpDownTransitionTime

Global time of last up->down or down->up transition.

◆ PairSampledAxes

uint8 FKeyState::PairSampledAxes

Flag paired axes that have been sampled this tick. X = LSB, Z = MSB

◆ RawValue

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

◆ RawValueAccumulator

FVector FKeyState::RawValueAccumulator

Used to accumulate input values during the frame and flushed after processing.

◆ SampleCountAccumulator

uint8 FKeyState::SampleCountAccumulator

How many samples contributed to RawValueAccumulator. Used for smoothing operations, e.g. mouse

◆ Value

FVector FKeyState::Value

The final "value" for this control, after any optional processing.


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