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Unreal Engine C++ API Reference > Plugins > EnhancedInput
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UInputTrigger
- UInputTriggerChordAction
- UInputTriggerChordBlocker
- UInputTriggerCombo
- UInputTriggerDown
- UInputTriggerPressed
- UInputTriggerReleased
- UInputTriggerTimedBase
- UInputTriggerHold
- UInputTriggerHoldAndRelease
- UInputTriggerPulse
- UInputTriggerTap
References
Module | EnhancedInput |
Header | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputTriggers.h |
Include | #include "InputTriggers.h" |
Syntax
UCLASS&40;Abstract, Blueprintable, EditInlineNew, CollapseCategories, Config&61;Input, defaultconfig,
ConfigDoNotCheckDefaults&41;
class UInputTrigger : public UObject
Remarks
Base class for building triggers. Transitions to Triggered state once the input meets or exceeds the actuation threshold.
Variables
Type | Name | Description | |
---|---|---|---|
float | ActuationThreshold | Point at which this trigger fires. | |
bool | bShouldAlwaysTick | Decides whether this trigger ticks every frame or not. | |
FInputActionValue | LastValue | Value passed to UpdateState on the previous tick. This will be updated automatically after the trigger is updated. |
Functions
Type | Name | Description | |
---|---|---|---|
FString | Provide debug output for use with ShowDebug EnhancedInput. Return an empty string to disable display. | ||
ETriggerEventsSupported | Determines what kind of trigger events can happen from the behavior of this trigger. | ||
ETriggerType | Changes the way this trigger affects an action with multiple triggers: All implicit triggers must be triggering to trigger the action. | ||
ETriggerType | Default implementations of overridable functionality. | ||
bool | IsActuated
(
const FInputActionValue& ForValue |
Is the value passed in sufficiently large to be of interest to the trigger. | |
bool | IsSupportedTriggerEvent
(
const ETriggerEventsSupported SupportedEvents, |
Returns true if the the ETriggerEvent is can be triggered based off of the ETriggerEventsSupported. | |
ETriggerState | UpdateState
(
const UEnhancedPlayerInput* PlayerInput, |
This function checks if the requisite conditions have been met for the trigger to fire. | |
ETriggerState | UpdateState_Implementation
(
const UEnhancedPlayerInput* PlayerInput, |
Triggers on actuation. |