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Calculate a collective representation of trigger state from evaluations of all triggers in one or more trigger groups.
| Name | FTriggerStateTracker |
| Type | struct |
| Header File | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputAction.h |
| Include Path | #include "InputAction.h" |
Syntax
struct FTriggerStateTracker
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllImplicitsTriggered | bool | InputAction.h | ||
| bAnyExplictTriggered | bool | InputAction.h | ||
| bBlocking | bool | InputAction.h | ||
| bEvaluatedInput | bool | InputAction.h | ||
| bEvaluatedTriggers | bool | InputAction.h | ||
| bFoundActiveTrigger | bool | InputAction.h | ||
| bFoundExplicit | bool | InputAction.h | ||
| bMappingTriggerApplied | bool | InputAction.h | ||
| NoTriggerState | ETriggerState | InputAction.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ETriggerState EvaluateTriggers
(
const UEnhancedPlayerInput* PlayerInput, |
Add a group of triggers to the evaluated state, returning the new trigger state. | InputAction.h | |
bool GetMappingTriggerApplied() |
InputAction.h | ||
ETriggerState GetState() |
InputAction.h | ||
void SetMappingTriggerApplied
(
bool bNewVal |
InputAction.h | ||
void SetStateForNoTriggers
(
ETriggerState State |
TODO: Hacky. This is the state we should return if we have evaluated no valid triggers. Set during action evaluation based on final ModifiedValue. | InputAction.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator>=
(
const FTriggerStateTracker& Other |
InputAction.h |