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UInputTriggerHold Trigger fires once input has remained actuated for HoldTimeThreshold seconds. Trigger may optionally fire once, or repeatedly fire.
| Name | UInputTriggerHold |
| Type | class |
| Header File | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputTriggers.h |
| Include Path | #include "InputTriggers.h" |
Syntax
UCLASS (NotBlueprintable, MinimalAPI, Meta=(DisplayName="Hold"))
class UInputTriggerHold : public UInputTriggerTimedBase
Inheritance Hierarchy
- UInputTrigger → UInputTriggerTimedBase → UInputTriggerHold
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsOneShot | bool | Should this trigger fire only once, or fire every frame once the hold time threshold is met? | InputTriggers.h |
|
| HoldTimeThreshold | float | How long does the input have to be held to cause trigger? | InputTriggers.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bTriggered | bool | InputTriggers.h |
Functions
Public
Overridden from UInputTriggerTimedBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetDebugState() |
InputTriggers.h | ||
virtual ETriggerEventsSupported GetSupportedTriggerEvents() |
InputTriggers.h |
Protected
Overridden from UInputTriggerTimedBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ETriggerState UpdateState_Implementation
(
const UEnhancedPlayerInput* PlayerInput, |
Transitions to Ongoing on actuation. Never triggers. | InputTriggers.h |