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API > API/Plugins > API/Plugins/CommonInput
| Name | UCommonInputSubsystem |
| Type | class |
| Header File | /Engine/Plugins/Runtime/CommonUI/Source/CommonInput/Public/CommonInputSubsystem.h |
| Include Path | #include "CommonInputSubsystem.h" |
Syntax
UCLASS (MinimalAPI, DisplayName="CommonInput")
class UCommonInputSubsystem : public ULocalPlayerSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → ULocalPlayerSubsystem → UCommonInputSubsystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCommonInputSubsystem() |
CommonInputSubsystem.h |
Classes
| Name | Remarks |
|---|---|
| FInputMethodChangedEvent |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| OnPlatformInputSupportOverride | FPlatformInputSupportOverrideDelegate | The delegate that allows external systems to override which input methods are supported on this current platform. | CommonInputSubsystem.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnInputMethodChangedNative | FInputMethodChangedEvent | CommonInputSubsystem.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActionDomainTable | TObjectPtr< UCommonInputActionDomainTable > | CommonInputSubsystem.h |
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| bIsGamepadSimulatedClick | bool | Is the current click simulated by the gamepad's face button down/right (platform dependent) | CommonInputSubsystem.h |
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| CurrentInputLock | TOptional< ECommonInputType > | CommonInputSubsystem.h | ||
| CurrentInputLocks | TMap< FName, ECommonInputType > | CommonInputSubsystem.h |
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| CurrentInputType | ECommonInputType | The current effective input type after considering input locks and thrashing | CommonInputSubsystem.h |
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| GamepadInputType | FName | CommonInputSubsystem.h |
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| LastInputMethodChangeTime | double | CommonInputSubsystem.h |
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| LastTimeInputMethodThrashingBegan | double | CommonInputSubsystem.h |
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| NumberOfInputMethodChangesRecently | int32 | CommonInputSubsystem.h |
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| OnInputMethodChanged | FInputMethodChangedDelegate | CommonInputSubsystem.h |
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| RawInputType | ECommonInputType | The most recent input type that the user used, before considering locks and thrashing, but does consider PlatformSupportsInputType() | CommonInputSubsystem.h |
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| TickHandle | FTSTicker::FDelegateHandle | CommonInputSubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddOrRemoveInputTypeLock
(
FName InReason, |
CommonInputSubsystem.h | ||
TObjectPtr< UCommonInputActionDomainTable > GetActionDomainTable() |
CommonInputSubsystem.h | ||
const FName GetCurrentGamepadName() |
CommonInputSubsystem.h |
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ECommonInputType GetCurrentInputType() |
The current input type based on the last input received on the device. | CommonInputSubsystem.h |
|
ECommonInputType GetDefaultInputType() |
The default input type for the current platform. | CommonInputSubsystem.h |
|
bool GetInputTypeFilter
(
ECommonInputType InputType |
CommonInputSubsystem.h | ||
bool GetIsGamepadSimulatedClick() |
Getter | CommonInputSubsystem.h | |
FGamepadChangeDetectedEvent & GetOnGamepadChangeDetected() |
CommonInputSubsystem.h | ||
bool IsInputMethodActive
(
ECommonInputType InputMethod |
CommonInputSubsystem.h |
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bool IsUsingPointerInput() |
CommonInputSubsystem.h |
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bool PlatformSupportsHardwareCursor() |
Returns true if the current platform supports a hardware cursor | CommonInputSubsystem.h | |
void SetActionDomainTable
(
TObjectPtr< UCommonInputActionDomainTable > Table |
CommonInputSubsystem.h | ||
void SetCurrentInputType
(
ECommonInputType NewInputType |
CommonInputSubsystem.h |
|
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void SetCursorPosition
(
FVector2D NewPosition, |
CommonInputSubsystem.h | ||
void SetGamepadInputType
(
const FName InGamepadInputType |
CommonInputSubsystem.h |
|
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void SetInputTypeFilter
(
ECommonInputType InputType, |
CommonInputSubsystem.h | ||
void SetIsGamepadSimulatedClick
(
bool bNewIsGamepadSimulatedClick |
Setter | CommonInputSubsystem.h | |
bool ShouldShowInputKeys () |
Should display indicators for the current input device on screen. | CommonInputSubsystem.h |
|
void UpdateCursorPosition
(
TSharedRef< FSlateUser > SlateUser, |
CommonInputSubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
CommonInputSubsystem.h | ||
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
CommonInputSubsystem.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BroadcastInputMethodChanged() |
CommonInputSubsystem.h | ||
ECommonInputType LockInput
(
ECommonInputType InputToLock |
CommonInputSubsystem.h | ||
virtual TSharedPtr< FCommonInputPreprocessor > MakeInputProcessor() |
CommonInputSubsystem.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UCommonInputSubsystem * Get
(
const ULocalPlayer* LocalPlayer |
CommonInputSubsystem.h | ||
static FPlatformInputSupportOverrideDelegate & GetOnPlatformInputSupportOverride () |
Gets the delegate that allows external systems to override which input methods are supported on this current platform. | CommonInputSubsystem.h | |
static bool IsMobileGamepadKey
(
const FKey& InKey |
Returns true if the specified key can be present on both a mobile device and mobile gamepads | CommonInputSubsystem.h |