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Base class for building triggers. Transitions to Triggered state once the input meets or exceeds the actuation threshold. Base class for building triggers that have firing conditions governed by elapsed time. This class transitions state to Ongoing once input is actuated, and will track Ongoing input time until input is released. Inheriting classes should provide the logic for Triggered transitions.
| Name | UInputTriggerTimedBase |
| Type | class |
| Header File | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputTriggers.h |
| Include Path | #include "InputTriggers.h" |
Syntax
UCLASS (MinimalAPI, Abstract, Config=Input)
class UInputTriggerTimedBase : public UInputTrigger
Inheritance Hierarchy
- UInputTrigger → UInputTriggerTimedBase
Derived Classes
UInputTriggerTimedBase derived class hierarchy
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAffectedByTimeDilation | bool | Should global time dilation be applied to the held duration? Default is set to false. | InputTriggers.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetDebugState() |
InputTriggers.h | ||
virtual ETriggerEventsSupported GetSupportedTriggerEvents() |
InputTriggers.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float CalculateHeldDuration
(
const UEnhancedPlayerInput*const PlayerInput, |
Calculates the new held duration given the current player input and delta time. | InputTriggers.h | |
virtual ETriggerState UpdateState_Implementation
(
const UEnhancedPlayerInput* PlayerInput, |
Transitions to Ongoing on actuation. Never triggers. | InputTriggers.h |