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API > API/Plugins > API/Plugins/EnhancedInput
Inheritance Hierarchy
- UInputTrigger
- UInputTriggerTimedBase
- UInputTriggerHold
- UInputTriggerHoldAndRelease
- UInputTriggerPulse
- UInputTriggerTap
References
| Module | EnhancedInput |
| Header | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputTriggers.h |
| Include | #include "InputTriggers.h" |
Syntax
UCLASS (Abstract, Config=Input)
class UInputTriggerTimedBase : public UInputTrigger
Remarks
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.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bAffectedByTimeDilation | Should global time dilation be applied to the held duration? Default is set to false. | |
| float | HeldDuration | How long have we been actuating this trigger? |
Functions
| Type | Name | Description | |
|---|---|---|---|
| float | CalculateHeldDuration
(
const UEnhancedPlayerInput*const PlayerInput, |
Calculates the new held duration given the current player input and delta time. | |
| FString | |||
| ETriggerEventsSupported | |||
| ETriggerState | UpdateState_Implementation
(
const UEnhancedPlayerInput* PlayerInput, |
Transitions to Ongoing on actuation. Never triggers. |